Monday, January 24, 2022

Sprint #1 Delivery, Beginning/Middle/End, Part I

 This week we were tasked to create a definite beginning, middle, and end of our Cyberstein game.

Contributions:

    Fade in to level.

    Dialogue implementation that plays with a sound once key events are triggered.


    Made a tablet that writes subtitles with the dialogue (note: wrapping and graphical errors will be fixed as the dialogue is finalized).



    Sequenced animations (key poses for the time being) to play with certain dialogue for the robot in the good and bad endings (note: they are not accurate to the level since it was recently changed).





    Swapped player model to have the ones with hands.

    Fade out and exit level once an ending has concluded.



Wednesday, January 12, 2022

Quadruped Animation

    Pass 8: Relaxed neck, edited feet/arm impact on ground, changed tail in the air, and removed clouds.

    Pass 7: Final, final touches, fixed tail hitch when landing and added camera movement.

    Pass 6: Final touches, smoothened out the tail a bit more.

    Pass 5: I was given extra time to make this animation more polish and tweaks. I spent this time working on the tail and added cloud shadows. I think the tail came out pretty good after a bit of fiddling.

    Pass 4: Final cleanups and added rotation to show it off. I needed to repeat the animation twice. It was a bit difficult getting all of the rigs to show so I can duplicate them. Also, the rig fails to send to Unreal. In future animations, I hope to use a rig that I can put into UE5 to show off and doesn't have show/hide rigs or find a way to select all the rigs (those shown and hidden).

    Pass 3: A bit of cleaning up and polishing. Process is going smooth enough, but I am honestly loosing inspiration and patience as I move the foot for the umpteenth time as I adjust other things, as they are all linked together (especially the transition between FK and IK).

    Pass 2: Retargeting textures is a pain and repetitive when switching computer. I focused on the flight and landing this time around and overall slowed the animation down.

    Pass 1: I spent a bit of time over Christmas break working on this. Almost gave me a heart attack when I overrode keyframes when trying to retime my animation because I couldn't select all rigs at once and didn't notice it until it was too late. Now I am a firm believer in incremental saving. I then realized I had a layer of rigs in the display panel of Maya, so I can select all objects in there (sigh of relief). And of course all this happened the night before...








 

Final Delivery

 Contributions     Fixed conveyor parts     Fixed screen on buttons     Finalized bad animation