Hello dear all.
In this project a was tasked to create an interactive piece with a pair of football boots.
I decided to do the first character walk-through because I mostly do it with a still camera view and this approach started wearing me off.
In this scene I used blueprints:
1. level blueprint. This guy starting an interaction with a trigger sphere. Triggered elements are: a sequencer where the shoe falls apart and animated numbers, a sequencer for a video add, that playing on a stadium's monitors.
2. Blueprints for Numbers. It is responsible for numbers to appears with a delay after the boot fell apart. It also makes numbers always facing an actor.
3. Blueprint for a Widgets. He demands to a widget to appear after the keyboard (1-3) was pressed.
4. Blueprint for a Niagara particles (flashing).
5. Blueprint actor for changing material on laces.
Niagara particles.
The funny thing is that my scene has a lot of these particles: "the table", "the eye", "the column" and two for photo fleshes. All of these were made with one and slightly/heavily modified. The trick is - I used a torus shape that restricts the movement of particles.
Widgets were made up of transparent .png illustrations in Photoshop. I compiled them into one picture using priority level layouts. On top of that, I placed a video "New-Balance: Nervous System 3D-printed personalized trainer soles" that I have found on the Internet.
The video reels playing in the background belongs to Adidas "Take the Deal - Dare To Create". I cut videos from it and compile them into a small "gif" using DaVinci Resolve.
For the "Intro video" I made reels using camera rigs in UE and blueprints. Rendered them in movie render and again compiled in DaVinci Resolve.
The model of boots was given to me. I just tweaked the material a bit.
Anna.
Capture walk-through for an interactive real-time scene for an object design
Video reels intro for an interactive real-time scene for an object design