Saturday, October 29, 2016

UE4 Inspection Studio

So, I've been working on a Point-n-Click Adventure Game in UE4 for a few years off and on. I've had to develop all of the tech by hand in C++ and Blueprints, so needless to say a lot of cool and not-so-cool stuff has come out of it. One of the cooler things that I am proud of is what I call the Inspection Studio:

Below I'll go over how I set up the render target, the object in-level, and how to interact with the inspected object.

Wednesday, October 5, 2016

Maya-Style PySide Spinbox

Let's start this off right!

At Robot, we have been transferring our animation pipeline from using Max (ick) as our DCC to using Maya (yay!). However, that meant that all of our Max animation tools that were well established and understood by our animators had to be moved to Maya cmds/Pyside. If you have ever used MaxScript to build complex UIs, you will know that it is no fun. You use what MaxScript gives you and just deal with it.

However, utilizing Python and, in turn, PySide, we could really do whatever we wanted. Hence...

New Start?

Well this is a blast from the past.

I started this blog way back in 2014 as a way of showing potential employers that I was serious about the craft. I got a job at Gearbox Software a few weeks later and promptly never updated this page again, so really how serious was I?

Here is me remedying the situation. I love tech art and making games; I work in Maya or Max or UE4 almost every day outside of work, only to go to work and do the same thing, and I never seem to get tired of it. What's more, I actually feel like I now have interesting things to contribute to the conversation. So I need to start this back up to get it all out of my brain and onto (digital) paper.