#modular control rig unreal engine 5
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3dcinetv · 2 months ago
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Unreal Engine - Modular Foot rig hot fix
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ludoonline · 2 months ago
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Essential Game Development Tools Every Mobile App Developer Should Know in 2025
The line between mobile apps and mobile games is increasingly blurred. Whether it’s through gamified user experiences, immersive animations, or interactive features, mobile apps are starting to borrow heavily from the world of game development. For any mobile app development company or solo developer looking to stay ahead in 2025, mastering the right game development tools isn’t just a bonus—it’s essential.
Let’s explore the top game development tools that are redefining how mobile apps are built, scaled, and experienced.
1. Unity – The Powerhouse for Cross-Platform Development
Unity continues to dominate the industry as one of the most versatile game engines. Its robust capabilities support both 2D and 3D development, making it ideal for everything from interactive UI elements to fully immersive games.
Why it’s essential:
Cross-platform support (iOS, Android, Web, AR/VR)
Asset Store with thousands of prebuilt components
High-performance rendering for stunning visuals
Great for gamified mobile apps, simulations, and educational platforms
Whether you're building a full game or gamifying a fitness or productivity app, Unity is a tool every developer should consider.
2. Unreal Engine – For AAA-Level Quality
Known for delivering console-quality graphics, Unreal Engine is a favorite for developers who want cinematic experiences and real-time rendering. In 2025, its capabilities are now more accessible for mobile devices, thanks to optimizations and improved documentation.
Why it’s essential:
Blueprint visual scripting system
Incredible lighting and rendering engine
VR/AR compatibility
Scalable for mobile with advanced performance tweaks
If your app or game relies heavily on visuals and interactivity, Unreal could be your best bet.
3. Godot Engine – Lightweight, Open Source, and Developer-Friendly
Godot is gaining rapid popularity as a free, open-source game engine with strong support for mobile platforms. With a growing community and modular design, it’s an excellent choice for mobile app developers exploring gamification.
Why it’s essential:
Lightweight and easy to learn
Built-in scripting language (GDScript) similar to Python
Full control over UI, animations, and logic
No licensing fees
For startups or indie developers who need powerful tools without the overhead, Godot is a must-know.
4. Cocos2d-x – The Veteran 2D Game Engine
Cocos2d-x is still a go-to for mobile app developers focused on 2D games or gamified experiences. It's efficient, mature, and offers smooth performance even on lower-end devices.
Why it’s essential:
Optimized for 2D performance
Easy integration with mobile SDKs
Great for casual games, puzzle apps, and UI-heavy experiences
It’s widely used by game development companies in India that focus on lightweight and engaging mobile content.
5. Firebase – Not Just for Apps, But Games Too
Firebase is Google’s mobile backend-as-a-service, and it’s become indispensable for both app and game development. With real-time databases, analytics, crash reporting, and A/B testing, it helps developers track performance and optimize the user journey.
Why it’s essential:
Real-time user data and analytics
Push notifications and in-app messaging
Easy to integrate with Unity and other engines
Cloud functions for scalable backend logic
Firebase bridges the gap between app infrastructure and game-style engagement.
6. Blender – Free 3D Modeling and Animation for Game Assets
Though not a game engine, Blender is an essential companion tool for mobile app developers who need custom graphics, character models, or animated UI components.
Why it’s essential:
Create custom 2D/3D assets for Unity, Unreal, or Godot
Rig and animate characters
Completely open-source and community-supported
For mobile apps incorporating gamification or AR/VR, custom visual assets set your app apart.
7. ApperStudios Toolkit – An Emerging Power Player in the Indian Game Dev Scene
ApperStudios, a growing name among game development companies in India, is building its own toolkit tailored for mobile-first game mechanics, optimized for integration with both custom apps and leading engines like Unity.
Why it’s essential:
Built specifically for mobile app developers
Focus on gamification modules (points, leaderboards, rewards)
Lightweight SDKs for Android and iOS
Ideal for mobile app development companies looking to scale user engagement quickly
Keep an eye on this emerging toolkit as it continues to gain traction in 2025.
Final Thoughts
As mobile apps continue to evolve, developers must learn to speak the language of games—interactive design, engaging visuals, and dynamic user experiences. The game development tools listed above are not just for game developers anymore—they’re crucial for any mobile app development company that wants to stay ahead.
Whether you’re building the next big mobile game or simply adding a progress bar to a wellness app, integrating these tools into your workflow will ensure your app is both functional and fun.
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tp-6 · 5 months ago
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UH Games Art Blog
At the end of December 2024...
12/20-
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I made some modifications to my glider propeller version, making an organic appearance to the lower handle by using SubD to replace the wing edge rack, looks well on the wireframe mode but has some problems after map baking, don’t know what is going on.
12/21-
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Adding pedals and a storage place for the rifle to make more details on the glider
12/23-
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One of the most important tutorials I’ve watched so far, I have already started learning how to add skeletal mesh in blender and I found this tutorial, it makes a huge difference that I don’t need to drop my FBX everywhere. I think this is my first time feeling benefited by the improvement of technology this hard.
12/24-
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First time making screw decals by normal, height, base color, metallic, and roughness map. Looks good…
12/26-
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Decal, the more flexible way to add texture in Unreal Engine It works perfectly on my carpet. During this period I decide to search the asset I need for my project in megascans first, before the free access is canceled.
12/29-
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Weird, I carved a groove for decorative purposes, it looks normal in Rhinoceros and Substance Painter but displays transparent in Unreal Engine, I’m not sure whether it is a bug or I need to change the setting in Unreal Engine. Now I know that it might cause some problems with small-diameter solid surface carving, I’ll leave it to the substance painter in the future because in my previous workflow, I couldn’t make such detail in the render stage so I need to build every detail on the model itself. Since I learned the new software and workflow, my way of modeling is slightly changing as well, I’ll say it has become more effective and convenient!
12/30-
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Huge huge thanks to this lecturer!!! I learned so much from this tutorial, making my model “Work” is always on the to-do list but never know how.
1. Converted static mesh into skeletal mesh (the static mesh needs to be imported as one) 2 .Set bones (Besides root bone, a lower-level root bone is needed, two-level at least) 3. Add weight 4 . Modular control rig 5 .Attach object to socket 6. Animation baking
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Unreal Engine 5.4
Unreal Engine 5.4 has arrived with a bunch of exciting new tools and features aimed at boosting developer productivity and enhancing the overall creative experience. In this blog post, I will take a look at some of the key enhancements introduced in this latest version of Unreal Engine.
One of the standout improvements in Unreal Engine 5.4 is the significant enhancement in rendering performance. With features like faster looming shadows, variable rate shading, improved instancing, and enhanced parallelism in the renderer, developers can expect smoother and more efficient rendering processes, resulting in visually stunning experiences with improved frame rates and overall performance. Another notable addition is the modular control rigs feature, which streamlines rig creation processes. With the ability to author skeletons, skin weights, and utilize suite deformers for fundamental rig features like squash and stretch, developers can create complex character rigs quickly and efficiently, saving valuable time and resources.
The rewind debugger in Unreal Engine 5.4 empowers developers to iterate quickly on their animations, experiment with different movements, and refine the overall quality of character animations and transitions. This tool enhances the level of control and fine-tuning available to developers, ultimately enabling them to create more polished and engaging visual experiences in their projects.
Lastly, the PCG biome creation plugin provides developers with a data-driven tool for creating unique biomes and environments with a systemic approach. This plugin empowers developers to generate diverse and dynamic landscapes with ease, fostering creativity and enabling the creation of immersive gaming experiences.
Furthermore, I would like to mention Nanite Tessellation, an experimental feature, that enables the inclusion of intricate details such as cracks and bumps during the rendering process itself. This feature allows developers to create game assets without using high poly meshes, ensuring file sizes remain manageable while still achieving remarkable visuals. This new feature impacts greatly the procedural material creation, making it more simple and optimized.
I think the new version of Unreal Engine 4 will shake up the gaming industry entirely, enabling content creators to achieve high-quality optimized games without using a broad range of external programs. I think in my future project I will consider using the newest version. On the other hand newest program versions could have bugs that could impact my artwork and time management.
References:
More, S. (2024). Unreal Engine 5.4: A Game-Changer for Developers and Creators. [online] Medium. Available at: https://medium.com/@ssmore101/unreal-engine-5-4-a-game-changer-for-developers-and-creators-ddc76107983b.
Unreal Engine (2024). Unreal Engine 5.4 Feature Highlights. [online] www.youtube.com. Available at: https://www.youtube.com/watch?v=ltQfA5Wqdik.
Unreal Sensei (2024). Why Unreal Engine 5.4 is a Game Changer. [online] www.youtube.com. Available at: https://www.youtube.com/watch?v=9aIbo84jhOU.
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sindy-cgvirtual · 8 years ago
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Documentation of the pipeline
1.      Reflection of what you have achieved in Milestone 1A through to 1C
&
2.      Examination of what new knowledge you have developed, and what knowledge you need to further develop in the pipeline of an animated shot
·         Milestone 1A
With the first assignment of this unit, it has helped me with the introduction to the animation in the Unreal Engine 4 in terms of using level sequence and compositing in Unreal Engine 4 with camera setting and movement.  Similar to other 3D software such as Maya and Cinema 4d, the animation is created with the same principles in Unreal Engine 4 in terms of keying frames and graph editors. So what I have learnt through milestone 1a is basically the introduction of the user interface in Unreal Engine 4 in terms of the functions in level sequencer, and also the camera cuts function.
One of the learning point that is necessary to mention is the custom passes are available to choose in the rendering function, it is useful and effective in terms of moving onto the composition stage in Adobe After Effects by importing image sequences and blending different passes with different blending mode to achieve the final output.
Through the process of compositing different layers of custom passes in After Effects, I have managed to visually understand how are those custom passes work, such as the Ambient Occlusion pass keeps the shadows of the edges and final image pass keeps all the colours.
·         Milestone 1B
Through milestone 1b, what I found the most excited to learn is the Animation and Rigging Tool (A.R.T) which is very effective in creating character with joints and controls. It is a plugin for Maya that helps with generating the skeletal meshes that is ready for starting with animating, the proxy geometry can be deformed with handy controls which provide users with the maximum customization of joint numbers and shape of the meshes.
After the creation and deformation of the proxy meshes, I have also used all the controls to pose the character with multiple tries and manipulations. Except for the traditional FK mode and IK mode of the joints, I have tried the new dynamic mode of the joints for the first time and applied it to the hair movement, even though it is not actually worked successfully, but it is a new knowledge for me and I think it is useful and worthy for me to further develop the relevant skill instead of animating the hair manually and time-consuming frame by frame.
In general, the A.R.T is the biggest gain in my knowledge through milestone 1b. Other than that, I have also learnt the pipeline of exporting from Maya and importing into Unreal Engine 4. Unlike simply importing the model in fbx file type, for animated model, it is compulsory to add the skeleton to the animated model to complete the importing process, which is also what I have learnt new with the exporting and importing pipeline while transiting between different software with correct setting without any data loss in any forms.
·         Milestone 1C
Milestone 1C is actually the combination of milestone 1a and 1b, by applying what we I have learnt through previous assignments together to the milestone 1c assignment. However, there are still something new for me to learn through this assignment.
As it is tasked with the deliverables of lighting environment and character with simple composition and text animation in the final output according to the example given, lighting the environment is where I start with first. Through multiple tries, it helped me to know about different types of lights in Unreal Engine 4 and add them to the environment with different settings to create different atmosphere. For each lighting environment, it encourages me to research for reference images and observe the details. Additionally, what I found useful are the post process volume and sky sphere to adjust the overall environment, so as the bloom effect of the sunlight to simulate god light casting and the emitter function to create the fog.
Speaking of composition in After Effects, unlike the custom passes rendered for milestone 1a, I have rendered different passes for compositing and visually understood what details of the scene they are keeping such as lighting roughness and post-tone map. The custom passes are useful and enable users with maximum customization in terms of compositing the multi-passes with different level of details, which I feel is necessary to learn and develop the relevant skills so as to better apply them to the post-production stage.
At the stage of compositing text animation with the scene, in terms of blocking the texts from the character, where using masks would be too time-consuming to be animated every frame to make it follow the character movement. Hence, I have adapted to render the character solely with base colour pass and adjust it to alpha channel in After Effects in order to be used for Luma inverted matte function to block the text. 
By using the same alpha channel, I also managed to adjust the background of the scene with different colour while excluding the character. Through this process, it helped me to get better understanding of the TrkMat function and it also improved my problem-solving skill in terms of thinking in different way and achieve different result while adapting same principle.
3.      Identification of your selected specialist stream for Assignment 2, including your areas of priority, chosen task and personal objectives
My preferred specialist stream will be the Asset Development Roles and focusing on developing modular asset kit that focuses on reusability and robustness in response to the provided concept art. My personal objectives are being a modeller while creating accurate models based on the design reference despite of the complexity and paying attention to details as well as being sensitive to shapes and proportions.
4.      Identification of one industry job/role OR one inspirational artist/studio relevant to your chosen stream and explanation of why
The CG Modeller is my preferred job role in the industry as it satisfies my interest in visualizing the ideas and concepts into actual assets. It can also improve my ability of observing details to enhance my accurate modelling skills. Furthermore, the texturing process provides users with maximum flexibility in creating different atmosphere and styles, which I feel it is an efficient way to develop imagination to further extend.
5.      Identification of the knowledge and skills required for your selected stream, and a written understanding of these skills / responsibilities in your own words
Generally, being a modeller means to create three-dimensional computer models of everything needed for the project. I think it is necessary to be able to think in 3D, it also requires attention and observation to details while being able to accurately model according to various design reference of complicated and even organic styles.
Additionally, it is crucial to be sensitive to scale, shape, weight and volume, and it is necessary to do UV-mapping for texturing process.
Furthermore, the communication and team-building skills are very important as the models should not only meet the requirement of the production designer in terms of visualization and translation of design reference, but also satisfy the technical requirement in terms of efficiency, reliability, scalability, handiness in rigging and animating, which requires effective communication between relevant departments.
Except for the technical skills, interpersonal and collaboration skills are also very important. As it is very common to work as a team while being a modeller, as mentioned above, communication skill is very important, while problem-solving skills is also an essential element, so as the time management skills in terms of the ability to deliver on time and efficiently under pressure.
6.      Identification of your current knowledge and skills in this stream as per #4, and what will need to be developed throughout the semester
The study in the major of animation both in Diploma institution and University has helped critically to gain the most important and necessary knowledge of industry-standard 3D software such as Maya and Cinema 4D, as well as the supportive software such as Adobe Creative Suite.
However, the proficiency of these techniques gained during school is considered as a trainee or junior level, the property of animation knowledge is that more and deeper skills are getting possessed and developed with the experiences gained and accumulated. Hence, involving into professional works as much as possible will be great option such as doing internship, which I am going to take during summer semester.
Generally, I hope to further develop my modelling and texturing skills in terms of details and accuracy in terms of translating from 2D design references of diverse range of styles into 3D models.
Moreover, the Unreal Engine 4 is a powerful software for real-time environment, but I am still at very introductive level of the skills. As both KNB221 and KNB222 are units which require me to deliver multiple assignments with Unreal Engine 4, this is a good and effective opportunity to enhance my knowledge and skill in Unreal Engine 4 practically.
7.      Identification of at least three starting resources to further develop your knowledge and description of how this will aid you
In order to further develop the relevant knowledge and skills, the most convenient way will be the YouTube tutorial videos without a doubt, as well as the Lynda essential training videos. The resources are diverse and free to watch, which the explanations and narratives are effective in guiding self-learners with clear and understandable steps. Similarly, the online animation course is a good option as well with professional mentors.
The Internship opportunities would be the most direct and effective way to get relevant specialized knowledge and experiences. It will help me to promote exposure to the specialized field and gain the real world experience for which the employers are seeking.
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