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Scaling, Widgets and Motion Capture


So it's time for the first update of hopefully many! I've been getting work done over the past few days, admittedly not as much as I would have hoped for, but something is better than nothing!


So, yesterday I spent making widgets that could pop up once a tutorial mode has been selected. There's not many different types - Cuts, Guards and Drill 1 for practical lessons, and for the theory lessons there is the 4 governors, 4 grounds and true times of a fight. I began with making the widgets for the Cuts, as these are the easiest to describe to a user, and as I was trying to cut down on how many I made I wished to implement all 8 cuts into one widget. To do this I attempted adding an animation which cycles through each text box hiding and displaying the relevant one at the correct time, however when it came to actually displaying this it always glitched out and not hiding any layers, making one big mess of numbers.

Nothing I did would fix this, so I've reverted back to one widget per cut, and as there's 8 there's a lot of widgets now! I have now realised this is a better route anyway, as I can only display the next prompt once the user has successfully been through the correct action, instead of only having a 5 second time limit to try to learn in. I am in the process of creating the hit boxes that register if the user has performed correctly or not, and the blueprints to summon these and the widgets into existence are working successfully!


Today I continued on with the widgets, however I noticed one big issue whenever I tested out my levels - When you open the world it's huge, and you feel like an ant in a giant's world. Clearly this was a scaling issue, and after some time finding out standard player height for Unreal Engine is, I managed to go through each level and correctly scale everything down, by approximately 50%. The feel of the world is much more natural now and I'm glad I spotted this now, instead of further down the line where I'll have to edit where anything spawns as well.


Finally, I had a meeting with my supervisor for this project yesterday, and for the most part this was pretty standard - just reviewing a previous hand-in for the write up side of the project, going through things to change and such. Then he brought up something that I'm super excited to be involved in - the motion capture element of this build. Now, the original plan was to use the motion capture facility the university has, it's a bit basic but gets the job done, and I'd have to clean up any footage captured, which to be honest I have no idea how to do as I've got zero experience with mocap. Last week he had hinted that the university was in talks with an external motion capture specialist studio about using their faculties, and yesterday he confirmed this is indeed going ahead! They would film everything, and clean up my footage ready to be imported straight into my project, to call it a lifesaver would be an understatement! Immediately I pulled together a shot list for what I require to be sent off to them and hopefully I'll be hearing back soon about a date later this month to start filming!


That's all for now, folks! I'll be continuing on with playing around with widgets in the meantime, as there's a lot to create, and hopefully should have a more productive update for you all in a few days time!

A Push for Productivity


So today I find myself back in front of my PC after just over a week away, loading up Unreal Engine ready to work on my project.

Only there was one problem, something was missing...

My productivity.

Now this is an issue for a variety of reasons, the main one being I have a hard deadline to complete it - April 30th. Also, this is essentially my equivalent of a dissertation, I need this to finish my degree in May.

So, I've come up with a plan to push myself into action, because I damn well need to! What is this plan you may ask, well, you're reading it right now. I plan to post on here at least once a week with progress updates and screenshots of my work for you all to see.

Now then, time to fill you lot in on all the details.

What is the project?

I'm building a Virtual Reality traditional sword fighting training game that will help provide tutoring on the grading syllabus, used either in coordination with standard classes, or for those interested in the sport but not yet been to training. It's being built for the Oculus Quest though it has easy potential to be ported over to the Rift as well. I'm basing the system on English Country Backswording, which is something I have been training in for the past 4 years. I'm focusing on implementing all the training required to complete the first grading due to the time limit, though further grading levels can easily be added at a later stage. I'm building it on Unreal Engine as I used it last year for my previous VR game - Castle Seige, which while not complete, a video of which can be found on my YouTube channel. I will also be implementing some motion capture footage to act as a guide to users on how to properly move.

What I've done so far

  • Training rooms are built and textured
  • Menu system is working for the most part
  • Assets have been gathered
  • Theory content overlays have been made

Things still to complete

  • Volume bar in setting menu needs functionality
  • Implement timings and prompts for theory content
  • Create overlays for practical content
  • Capture MoCap footage + clean it up
  • Import MoCap into project
  • Implement timings and prompts for practical content
  • Add tracking hitboxes for each practical move
  • More to be added


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