Wednesday, 17 June 2026

Common Art Sprint #3 Delivery

For this sprint, I keep adding more details to the trail FX. The consept of this FX is to simulate our character walking through water. To do that, I have made a web-like texture to fill in the gaps. This is the final look:












I have also solved some technical difficulties: I make the ring FX to line up correctly to the character's footstep. I have also fixed the edge jittering issue that has bothering me for a very long time. See Below:












In this version, you can see that the inner edge of this ribbon is overlapping itself, this is because "spawn rate" will not spawn particles uniformly through out the process.When there is a sharp turn, or if the spawning source is moving too fast, there will not be enough particles to support the ribbon. Therefore, I need to use "Spawn Per Unit" to uniformly spawn particles through distance.

Saturday, 6 June 2026

Common Art Sprint #2 Delivery

 In the previous sprint, I have faced a lot of challenges. First: the FX will exist through out the whole animation, while I want the FX to exist only when the character is moving. Second: the follow position is not stable. Even after I use the method from last time, the projected point will have a lot of unpredicted motions. This will cause the ribbon to jitter a lot.

To solve the first challenge, I made a custom animation notify state which acts like a switch. This controls the boolean which then spawns and deletes the particle system. 
















   To solve the second challenge, I have used the VInterp node. This node will output a smooth transition from current position to target position over time.

















After solving this two challenges, I start to make shaders for the trail, them emplement these FX back into the animation sequence. I have also made a ripple FX for more details.























This is the final look:


Common Art Sprint #Final Delivery

 This sprint is all about solving problems and refining the look of the FX.         I have added a function to make the UV rotate from the c...