Swinging Censer | Technical Breakdown

This work was one I made in order to learn more about material transitions and particle effects. I made a censer that swings back and forth on a chain, which heats up, ignites, and transitions to a more broken version of itself. I realized while working I had never tried to bring an animation into Unreal so I decided to use the opportunity to teach myself how to do so. I learned how to apply bone systems and bake animations in Maya so I could bring them into my scene. On my first try at animating I read that Unreal didn't like if you brought rigs in so I hand animated the chain. I later changed it for a much better method using IK rigs.

This project was a really good learning experience more than anything. My knowledge of how to better control materials, manipulate particle systems, and employ animations has grown a lot because of all the mistakes I made in the ten weeks this took to produce. I am very happy with the results.

Swinging Censer | Sean Graefen | Tech Art

Clean Censer

Clean Censer

Dirty Censer

Dirty Censer

Censer beginning transition.

Censer beginning transition.

Censer halfway through transition.

Censer halfway through transition.

Censer nearly complete with transition.

Censer nearly complete with transition.

Clean Censer Model-sheet.

Clean Censer Model-sheet.

Dirty Censer Model-sheet.

Dirty Censer Model-sheet.

Example of hand painted transition mask that allowed me to control the timing and direction of the transition.  Areas that are brighter transition before areas that are darker.

Example of hand painted transition mask that allowed me to control the timing and direction of the transition. Areas that are brighter transition before areas that are darker.

Example of a Parent Material that drives the transition by lerping two Material Functions with the hand drawn grey scale alphas.

Example of a Parent Material that drives the transition by lerping two Material Functions with the hand drawn grey scale alphas.

Bone system and baked animation made in Maya (I'm not an animator, I just thought adding a chain would add a lot).  Each socket is for one of the holes in the model where a particle system is attached.

Bone system and baked animation made in Maya (I'm not an animator, I just thought adding a chain would add a lot). Each socket is for one of the holes in the model where a particle system is attached.

All of the particle systems are triggered using Custom Events in the BP and Sequencer.

All of the particle systems are triggered using Custom Events in the BP and Sequencer.