It’s been a minute since I’ve written code. So, I figured that now might be a good time to start learning how to use the Blueprint system in #UnrealEngine. I felt that it’d be interesting to share my progress and mistakes. So here goes!
🧵

1.
Firstly, I made use of the auto-rigging feature in Mixamo to give my character a skeleton. This allows you to use the Mixamo animations for the character in Unreal Engine.
2.
In the Animation Blueprint, I tried to add a punching state to the character. The problem I faced initially was that the character glides while punching. This occurs because multiple states of the animation are active (as their transition conditions are satisfied).
3.
There are a couple of solutions for this:

👉Blending the punch and idle states (character can punch while running) by using the Layered Blend Per Bone node.

👉Disabling input while the punch occurs.
4.
I didn’t like the outcome when I blended the animations. as the hip rotates more than we’d like it to. This leads to the character punching upwards and to the left. This isn’t favorable as the enemy is usually straight ahead. Disabling the input worked way better!
5.
The punch’s effect takes place before its impact is felt. To solve this issue, we add notifies to the punch animation to indicate whether the punch has reached its zone of impact. These notifies create events for which we can write code. During impact, I spawned an explosion.
6.
A small bug I came across was that the emitter doesn’t get destroyed as soon as the punch ends in some cases. I realized that the boolean used to check whether the punch was in the zone of impact wasn’t being set back to false.

As a result, my man turned into Bakugo lol.
7.
I’m assuming this has something to do with the tick event, which runs every frame and the duration of the punch. To solve this issue, I made use of another boolean which checked whether the punch animation was ongoing by setting it as one of the conditions for the branch.
8.
Then, I tried to set up the jump functionality of the character. One thing I learned was that creating a single state for the jump doesn’t work as the duration of the animation may not match that of the jump.
9.
The solution for this is to break the jump down into 3 states:
🔵Jump Start
🔵Jump Loop
🔵Jump End
10.
Initially I tried using a single animation and divided it into three chunks. This didn’t work as the transition b/w the states wasn’t smooth enough.

The best solution is to find loop animations in Mixamo for the jump, fall and landing.
Here's a cool tutorial to set up your character in Unreal Engine using Mixamo!
https://t.co/NbpT6mHJei
@threadreaderapp unroll

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forgive my indulgence but 2020's been a big year for @shmuplations, so here's a look back at everything that went up over the last twelve months—there's a lot of stuff I'm sure you all read & other things you'd be forgiven for missing, so let's recap (thread)

the year kicked off with shmuplations' first big video project: a subtitled translation of a 2016 NHK documentary on the 30th anniversary of Dragon Quest which features interviews with Yuji Horii, Koichi Nakamura, Akira Toriyama, and Koichi Sugiyama
https://t.co/JCWA15RTlx


following DQ30 was one of the most popular articles of the year: an assortment of interviews with composers Yuzo Koshiro and Motohiro Kawashima concerning the music of Streets of Rage 1, 2 & 3 https://t.co/QUtyC9W12Z their comments on SoR3 in particular were full of gems


Game Designers: The Next Generation profiled six potential successors to the likes of Shigeru Miyamoto & Hironobu Sakaguchi, some of who you may recognise: Kazuma Kaneko, Takeshi Miyaji (1966-2011), Noboru Harada, Kan Naitou, Takashi Tokita & Ryoji Amano https://t.co/lWZU3PLvwX


from the 2010 Akumajou Dracula Best Music Collections Box, a subbed video feature on long-time Castlevania composer Michiru Yamane https://t.co/NMJe4ROozR sadly, Chiruru has since passed; Yamane wrote these albums in his honor

https://t.co/orlgPTDsKK

https://t.co/QnQl8KI9IX
The Great Software Stagnation is real, but we have to understand it to fight it. The CAUSE of the TGSS is not "teh interwebs". The cause is the "direct manipulation" paradigm : the "worst idea in computer science" \1


Progress in CS comes from discovering ever more abstract and expressive languages to tell the computer to do something. But replacing "tell the computer to do something in language" with "do it yourself using these gestures" halts that progress. \2

Stagnation started in the 1970s after the first GUIs were invented. Every genre of software that gives users a "friendly" GUI interface, effectively freezes progress at that level of abstraction / expressivity. Because we can never abandon old direct manipulation metaphors \3

The 1990s were simply the point when most people in the world finally got access to a personal computer with a GUI. So that's where we see most of the ideas frozen. \4

It's no surprise that the improvements @jonathoda cites, that are still taking place are improvements in textual representation : \5
Kubernetes vs Serverless offerings

Why would you need Kubernetes when there are offerings like Vercel, Netlify, or AWS Lambda/Amplify that basically manage everything for you and offer even more?

Well, let's try to look at both approaches and draw our own conclusions!

🧵⏬

1️⃣ A quick look at Kubernetes

Kubernetes is a container orchestrator and thus needs containers to begin with. It's a paradigm shift to more traditional software development, where components are developed, and then deployed to bare metal machines or VMs.

There are additional steps now: Making sure your application is suited to be containerized (12-factor apps, I look at you:
https://t.co/nuH4dmpUmf), containerizing the application, following some pretty well-proven standards, and then pushing the image to a registry.

After all that, you need to write specs which instruct Kubernetes what the desired state of your application is, and finally let Kubernetes do its work. It's certainly not a NoOps platform, as you'll still need people knowing what they do and how to handle Kubernetes.



2️⃣ A quick look at (some!) serverless offerings

The offer is pretty simple: You write the code, the platform handles everything else for you. It's basically leaning far to the NoOps side. There is not much to manage anymore.

Take your Next.js / Nuxt.js app, point the ...

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Great article from @AsheSchow. I lived thru the 'Satanic Panic' of the 1980's/early 1990's asking myself "Has eveyrbody lost their GODDAMN MINDS?!"


The 3 big things that made the 1980's/early 1990's surreal for me.

1) Satanic Panic - satanism in the day cares ahhhh!

2) "Repressed memory" syndrome

3) Facilitated Communication [FC]

All 3 led to massive abuse.

"Therapists" -and I use the term to describe these quacks loosely - would hypnotize people & convince they they were 'reliving' past memories of Mom & Dad killing babies in Satanic rituals in the basement while they were growing up.

Other 'therapists' would badger kids until they invented stories about watching alligators eat babies dropped into a lake from a hot air balloon. Kids would deny anything happened for hours until the therapist 'broke through' and 'found' the 'truth'.

FC was a movement that started with the claim severely handicapped individuals were able to 'type' legible sentences & communicate if a 'helper' guided their hands over a keyboard.