Hey VR Heads!
So most of this week was spent learning how to make static meshes in Blender. Blender is complex – definitely not the “jump in and push buttons” type of program. After poking around a bit, I found a great tutorial that was highly recommended:
Blender 3D: From Noob to Pro (wikibook)
I am in the beginning of Unit 2, and I was able to put together the stuff you see in the video above. Not bad. 😀
The UDK tutorials from The New Boston are also fantastic:
The New Boston’s UDK Tutorial playlist
A lot of great knowledge and step-by-step walkthrough for the UDK Editor, Kismet, and Matinee.
Finally, I was able to get some buttons on the Hydra linked to in game actions! If you are using Craig’s source that I posted in part 3.5, you simply need to add Pawn instance functions (or whatever else you want) within the PlayerController class. A list of Pawn instance fuctions is here:
UDK List of Pawn Instance Functions
Here are some examples I was able to get working:
StartFire and StopFire need a byte argument (number between 0-255). What firing type each number value corresponds to is up to the weapon. By default, 0 = primary fire and 1 = alternate fire.
Other than that, I changed the AimMode variable within PlayerInput to 2, which allows the movement of the right Hydra wand to control looking around. It feels pretty nice so far. I also slapped together a Pawn file that would silence the footsteps in game. Those footsteps are loud, and ruin my videos! 😄
That about wraps it up. Look forward to the hallway getting fancier and fancier!