Lumberyard Getting Started Guide 2017 EMFX #8 - Now that we have parameter driven transition conditions, we will use playtime conditions to transition animation states based on the remaining ...
Lumberyard Getting Started Guide 2017 EMFX #6 - By using anim graph parameters along with transitions we can create logic that controls when we switch between animation states by setting up a ...
Lumberyard Getting Started Guide 2017 #18 - Continuing the work on our game scripting we will begin linking Lua Components to the door.
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Lumberyard Getting Started Guide 2017 #23 - With a functioning exit we will create a simple scoring system by setting up a Timer through Lua Scripts and Component Entities.
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In the Lumberyard Getting Started Guide 2017 episode 5, you'll get the first hands-on step in creating our level where we set the basic variables for our terrain patch.
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Lumberyard Getting Started Guide 2017 Episode 2, where we cover the most common area of the Lumberyard interface and start learning where all of our most important tools can be located.
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Lumberyard Getting Started Guide 2017 - We will explore the possibilities of Component Entities by creating our first slice and then importing additional instances.
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Lumberyard Getting Started Guide 2017 - We will continue our work with the Component Entity system by bringing in additional assets using drag and drop from the Asset Browser.
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In our final video we will set up the UI slices and export the game to an exe file so that we can play our game outside of the Lumberyard Editor.
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Lumberyard Getting Started Guide 2017 - In order to see our level from the player's perspective we will bring in the Character Controller to enable movement in Game Mode.
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Lumberyard Getting Started Guide 2017 #34 - With the Global Illumination set we can tweak the light values of our level using the Time of Day editor to control the sun.
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In the Lumberyard Getting Started Guide 2017 episode 4 you'll get an overview of various tools, toggles and interfaces that will help you customize your Lumberyard experience.
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Lumberyard Getting Started Guide 2018 Emotion FX - With our framework in place we will connect all of our motions to the Blend N node and control the transition from one motion to another with a ...
Lumberyard Getting Started Guide 2018 Emotion FX - Now that we have more states organized within our State Machine nodes we will create transitions and assign parameters in order to automatically ...
Lumberyard Getting Started Guide 2017 EMFX #5 - We will continue our work in the Animation Editor by adding transitions between our animation states so that we can smoothly switch to a different ...
Lumberyard Getting Started Guide 2017 EMFX #7 - In this segment we will add conditions to our animation transitions that use parameters to automatically transition from one state to another. ...