-Hellfire-
Active Member
- Jun 28, 2017
- 659
- 755
- 232
BIOASSHARD UPDATE 9/10/2024new dev report
ThanksBIOASSHARD UPDATE 9/10/2024
11 hours ago
Hello everyone, Meguido here!
Sorry for the radio silence lately.
We've been very busy working on the office (specially Mr. Versus) and on Bioasshard. And since Mr. Versus was as busy as to not being able to get on his PC, we couldn't publish any report up until now .
On the Bioasshard side, all the characters are designed by now and I'm in the process of getting them up on UE5, which is a lot longer process than before (in the Arena times) .
I'll talk more about this in a later report, where I'd like to go a bit on the details so you can understand what to expect and the pros and cons of this.
And now, because I don't want to go without showing something, here, take a glimpse at how the new skin shader techniques are looking inside of UE5.
![]()
So they've worked for several years on "arena" just to migrate everything to UE5? This is really never coming out is it?BIOASSHARD UPDATE 9/10/2024
11 hours ago
Hello everyone, Meguido here!
Sorry for the radio silence lately.
We've been very busy working on the office (specially Mr. Versus) and on Bioasshard. And since Mr. Versus was as busy as to not being able to get on his PC, we couldn't publish any report up until now .
On the Bioasshard side, all the characters are designed by now and I'm in the process of getting them up on UE5, which is a lot longer process than before (in the Arena times) .
I'll talk more about this in a later report, where I'd like to go a bit on the details so you can understand what to expect and the pros and cons of this.
And now, because I don't want to go without showing something, here, take a glimpse at how the new skin shader techniques are looking inside of UE5.
![]()
It's always been the 'goal' afaik. They apparently had no experience before starting the Arena, and they've also said numerous times that the Arena is not the actual game.So they've worked for several years on "arena" just to migrate everything to UE5? This is really never coming out is it?
If you have the cheat file, can you send it to me?
No, all the levels are still in the latest version. What made you think this?did they take out the tentacle monster?
Big guys are killable with shotgun and grenade launcher. You are correct about the gear not transferring. This might change in the actual game.Big zombies are like MrX, right? Unkillable
Also, gear does not transfer between missions? So there is no point in doing everything with mellee
Nvm i got the wrong version lolNo, all the levels are still in the latest version. What made you think this?
Previous page post #6,004 I posted all current known codesDoes anybody know what the fantasy code for the jill looks does? Is it a face swap or something?
The big guys can be killed with headshots from the shotgun (best way IMO), grenades (takes 2-3 depending on how much splash damage they take), incendiaries (I'm pretty sure, but more than frags) and apparently the knife but I haven't ever actually done it myself. It takes a LOT of stabs.Big zombies are like MrX, right? Unkillable
Also, gear does not transfer between missions? So there is no point in doing everything with mellee
THANKIINew update post:
BIOASSHARD UPDATE 9/19/2024
8 hours ago
Hello everyone, Meguido here!
As I mentioned in the previous report, here I want to talk about the new workflow for the characters to be added in.
Previously, to get a character up and running in UE4, it was just a matter of getting the FBX out of the DCC (Daz, Maya, Blender, whatever) and into UE4 with no other tasks. Now with the update to UE5, one of the things I wanted to take advantage of was the ML deformer tech to implement corrective shapes for better deformations .
In the Arena I already tried this some time ago but the results weren’t the expected and ended up turning the majority of them off . Also, the workflow back there was a lot worse, because I had to make the correctives one by one all by myself which, believe me, was a total nightmare .
Now, fortunately, there are ways to automate this process, using what’s known as Range of Motion (ROM for short) animation composed of hundreds of different pose frames for every joint. Then, in Daz for example, you export the FBX and the Alembic and use a third app to calculate the deltas between the information in the FBX and the one from the Alembic (the Alembic saves the deformations as realistic as they are in Daz) otherwise you just have to create a muscle system in a DCC like Maya or Blender to simulate the body deformations and calculate the deltas from there.
![]()
These deltas are basically morphs whose information is the difference between the current pose of a joint and the look the character should have in that pose realistically .
Then you add all those deltas as morphs to the character and in UE5 you have to configure those morphs as pose assets.
![]()
Long story short, the results are worth it but -there’s has to be a ‘but’, always XD- what works so well with the characters it doesn’t do for clothes, meaning the majority of them get ugly deformations and clipping everywhere… Is that fixable? Yeah, that’s fixable. I just have to go frame by frame, searching for those that are clipping or looking ugly and manually fixing them. And yeah, it’s as bad as it sounds
Imagine going through 750+ frames of ROM for every different piece of clothing fixing them by hand… scary huh? Well now, multiply that by all the characters (which you don’t know yet the exact number, but you know that there are 5 at least).
So, as you can imagine now, that’s like a hell in earth.
![]()
To sum it up:
Pros
Cons
- +Better looking characters overall
- +Higher fidelity in deformations
- +Allows for better animations
- -Clothes looking ugly when deformed and clipping through
- -A nightmare fixing the clothes’ problems
- -Time consuming due to all the fixes made by hand
This is why, because we don’t want to be stuck forever on this process, we decided to make a change a reduce considerably the different outfits options for every single character we had in mind at first.
I know this may sound like bad news, but I think it’s better to have more (and better) characters than different outfits for just one instead. What do you think? Please, let us know down below in the comments.
![]()
And now, it’s time to get back to work!
Until next time.
THANKSNew update post:
BIOASSHARD UPDATE 9/19/2024
8 hours ago
Hello everyone, Meguido here!
As I mentioned in the previous report, here I want to talk about the new workflow for the characters to be added in.
Previously, to get a character up and running in UE4, it was just a matter of getting the FBX out of the DCC (Daz, Maya, Blender, whatever) and into UE4 with no other tasks. Now with the update to UE5, one of the things I wanted to take advantage of was the ML deformer tech to implement corrective shapes for better deformations .
In the Arena I already tried this some time ago but the results weren’t the expected and ended up turning the majority of them off . Also, the workflow back there was a lot worse, because I had to make the correctives one by one all by myself which, believe me, was a total nightmare .
Now, fortunately, there are ways to automate this process, using what’s known as Range of Motion (ROM for short) animation composed of hundreds of different pose frames for every joint. Then, in Daz for example, you export the FBX and the Alembic and use a third app to calculate the deltas between the information in the FBX and the one from the Alembic (the Alembic saves the deformations as realistic as they are in Daz) otherwise you just have to create a muscle system in a DCC like Maya or Blender to simulate the body deformations and calculate the deltas from there.
![]()
These deltas are basically morphs whose information is the difference between the current pose of a joint and the look the character should have in that pose realistically .
Then you add all those deltas as morphs to the character and in UE5 you have to configure those morphs as pose assets.
![]()
Long story short, the results are worth it but -there’s has to be a ‘but’, always XD- what works so well with the characters it doesn’t do for clothes, meaning the majority of them get ugly deformations and clipping everywhere… Is that fixable? Yeah, that’s fixable. I just have to go frame by frame, searching for those that are clipping or looking ugly and manually fixing them. And yeah, it’s as bad as it sounds
Imagine going through 750+ frames of ROM for every different piece of clothing fixing them by hand… scary huh? Well now, multiply that by all the characters (which you don’t know yet the exact number, but you know that there are 5 at least).
So, as you can imagine now, that’s like a hell in earth.
![]()
To sum it up:
Pros
Cons
- +Better looking characters overall
- +Higher fidelity in deformations
- +Allows for better animations
- -Clothes looking ugly when deformed and clipping through
- -A nightmare fixing the clothes’ problems
- -Time consuming due to all the fixes made by hand
This is why, because we don’t want to be stuck forever on this process, we decided to make a change a reduce considerably the different outfits options for every single character we had in mind at first.
I know this may sound like bad news, but I think it’s better to have more (and better) characters than different outfits for just one instead. What do you think? Please, let us know down below in the comments.
![]()
And now, it’s time to get back to work!
Until next time.
mybe put pregnancyNew update post:
BIOASSHARD UPDATE 9/19/2024
8 hours ago
Hello everyone, Meguido here!
As I mentioned in the previous report, here I want to talk about the new workflow for the characters to be added in.
Previously, to get a character up and running in UE4, it was just a matter of getting the FBX out of the DCC (Daz, Maya, Blender, whatever) and into UE4 with no other tasks. Now with the update to UE5, one of the things I wanted to take advantage of was the ML deformer tech to implement corrective shapes for better deformations .
In the Arena I already tried this some time ago but the results weren’t the expected and ended up turning the majority of them off . Also, the workflow back there was a lot worse, because I had to make the correctives one by one all by myself which, believe me, was a total nightmare .
Now, fortunately, there are ways to automate this process, using what’s known as Range of Motion (ROM for short) animation composed of hundreds of different pose frames for every joint. Then, in Daz for example, you export the FBX and the Alembic and use a third app to calculate the deltas between the information in the FBX and the one from the Alembic (the Alembic saves the deformations as realistic as they are in Daz) otherwise you just have to create a muscle system in a DCC like Maya or Blender to simulate the body deformations and calculate the deltas from there.
![]()
These deltas are basically morphs whose information is the difference between the current pose of a joint and the look the character should have in that pose realistically .
Then you add all those deltas as morphs to the character and in UE5 you have to configure those morphs as pose assets.
![]()
Long story short, the results are worth it but -there’s has to be a ‘but’, always XD- what works so well with the characters it doesn’t do for clothes, meaning the majority of them get ugly deformations and clipping everywhere… Is that fixable? Yeah, that’s fixable. I just have to go frame by frame, searching for those that are clipping or looking ugly and manually fixing them. And yeah, it’s as bad as it sounds
Imagine going through 750+ frames of ROM for every different piece of clothing fixing them by hand… scary huh? Well now, multiply that by all the characters (which you don’t know yet the exact number, but you know that there are 5 at least).
So, as you can imagine now, that’s like a hell in earth.
![]()
To sum it up:
Pros
Cons
- +Better looking characters overall
- +Higher fidelity in deformations
- +Allows for better animations
- -Clothes looking ugly when deformed and clipping through
- -A nightmare fixing the clothes’ problems
- -Time consuming due to all the fixes made by hand
This is why, because we don’t want to be stuck forever on this process, we decided to make a change a reduce considerably the different outfits options for every single character we had in mind at first.
I know this may sound like bad news, but I think it’s better to have more (and better) characters than different outfits for just one instead. What do you think? Please, let us know down below in the comments.
![]()
And now, it’s time to get back to work!
Until next time.
Nopemybe put pregnancy