These past two weeks were actually so incredibly productive for me! I spent a lot of my time the first week finishing up cleaning up my animations in MotionBuilder and getting them ready to bring into the game. Since I already had experience of using motion capture in games from my game workshop game, I had somewhat of a sense of how to do this process, but I had always had trouble perfectly looping animations so my walk cycles were never 100% perfect. However late one night while I was working and following a tutorial that Steve Pettit sent me I stumbled upon a feature that was not taught in that tutorial. Basically what it does is that it easily and painlessly transfers the rotation and transformations of a keyframe from the first part of an animation to the very last frame of an animation, resulting in a perfect loop! This literally made me cry tears of joy because it is going to make my life so much easier as we continue to go through our motion capture pipeline. The animation I am most proud of is the male walk cycle because I was able to go through the base animation in MotionBuilder and then add a whole bunch of supporting key framed animation on top of that to give it a much more realistic look. The resulting walk cycle was pretty good! I’m uploading that to SketchFab and will be showing that below. (I just realized the animation on SketchFab has some skipping at the end. I promise this is not the case in game.
I spent the second week while on Thanksgiving break learning how to implement characters and animations into Unreal Engine 4 using Persona. This took a lot of time but I was finally able to implement the male character animations into the game. I ran into some problems with Persona automatically blending two animations together, but I found out that making those motion capture clips longer could sometimes fix the problem! I also got all of the dragon animations into the game.
Pros: I was so productive and spent the majority of my Thanksgiving break working because going home to visit "family" is overrated. I was also able to learn Persona and I feel like I'll be a lot more helpful to the programming team when I'm working in engine now. I also found that it's so much fun to work in engine! Cons: The blending between some the run and sprint animation is not perfect and it really irks me, but it shows that our pipeline work so this will be fixed during winter break. The idle animation looping is broken now also... I will also fix this over break. Time spent: 30 hours. Up next: MORE ANIMATION INTEGRATION. ALSO I'M GOING TO CUBA THIS WEEKEND AND IT'S GONNA BE AWESOME AND I'M GONNA BUY SOME CUBAN CIGARS.
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