Contributions
Fixed conveyor parts
Fixed screen on buttons
Finalized bad animation
Contributions
Imported low poly Victor model
Moved ending room
Changed font colors on credits
Flickered camera on robot jump
Fixed parts on printer being too high
More polish on bad ending animation
Created leaver pull animation
Helped implement screens
Contributions
Added a wrench to Victor's hand
Hand pose passes on Victor
Cleaned robot chest skin weighting
Adjusted robot resting pose to not break arm
Fixed material on printed parts
Updated robot bad ending animation
Better timed bad ending animations
Fixed radio physically breaking
*note - the video is not the current of the sprint, but has all of my contributions (I just wanted to record earlier before others put their contributions in)
Contributions
Disabled sound of red light on endings
Targeted Victor and robot to look/aim at player's head when needed
Faded ending on good ending
Imported low poly bad legs
Imported low poly torso
Prepared new control panel geo for integration
Victor Bad Ending time adjustment
Polished animations :
Victor's opening idle animation
Victor's opening scene animation
Victor's mumble animations (3 of them)
Victor Ending Start animation
Victor Turn and Idle animation
Contributions
Modified arm pose on conveyor belt
Added flip open panel to replicator door that closes after grabbing a part
Fixed robot not aiming at player on bad ending
Added a proxy lever instead of the generator button
Better paired Victor and Robot animations in bad ending
Tweaked Beginning Victor animation preparing to clean it up
Pass 3: All in spline pass. Looking forward, I need to "follow the line of action" as well as clean up the keyframes for easier editing.
Pass 2: Got half way through the spline pass. Not to my surprise, I had a lot of rotation issues (gimble locks).
Pass 1: This is designed to have 2 people interacting, so what better way than to have 2 characters fighting each other! I'm pretty excited about this animation. Blocking it in was all right, but I believe I have too many and the multiple flips are going to be troublesome later. How bad can that be..?
This week was aimed to get all 'C level' assets into the game and provide a build for people to test outside of FIEA. This week, I focused on getting all the new limbs into engine. Maya's reference helped a lot with that.
Contributions
Rearranged buttons again...and again...
Got rid of some unneeded print strings
Implemented Bad Head geometry and skin weighting
Disabled player movement on endings
Teleported player to room with credits after bad ending
Bad Ending animation block out
Tweaked dialogue to further prevent overlap
Implemented proxy limbs including all the bads, neutrals, and goods
applied new materials to limbs (done after video was taken)
tweaked visual effect for switch (done after video was taken)
This week I got to work in the backlines by streamlining the animations for preparation to work on them. I tweaked a lot of the Maya folders and condensed the endings to rely on only one animation per ending. Hopefully next week I can get to work on the bad ending for the robot
Contributions
Tweaked limb orientation on the conveyor belt
Tweaked Victor ambient dialogue frequency (made him talk less)
Combined and referenced Robot endings per version of ending in Maya for easier editing
Added world parenting to arm on robot rig in Maya
Added first key frame to each of the endings so they sync up with the animation before the split
Set up good animation ending in blueprints to let the new animation play properly
Opened replicator door when parts pass through it
Pass 7: Final pass before industry review. Changed up a few of the main poses, mainly the ending pose, and smoothened the walking. Also added more expressions and better mouth shapes.
Pass 6: Cleaned up a lot of the in-betweens and added more of the viewer's head moving to make it clearer that they are the one talking in the beginning.
Pass 5: Adjusted some of the timing and exaggeration of the expressions - made some smaller while others bigger.
Pass 4: This week was spline week and background work. I used a projection mapping to get the background. It took a while to get the spline looking proper, and it still has a few issues, but looks fine otherwise. I had to change a few of the poses to make it feel more natural in spline.
Pass 3: More block-outs and in-betweens.
Pass 2: This week, I focused on expression and nailing the base movements for the dialogue. I got rid of the viewer walking as well as lessened the camera movement to make it less jarring. For the character, I messed with the eyes a bit and changed some gestures. Aiming next week to put it into spline.
Pass 1: I was talked out of using a Heavy rig due to it not having the facial rigs I needed, and boy do I not regret it. This ninja rig is fantastic! This pass was the foundations and blocking out of the movements. I believe I blocked in too much of the mouth movement, as apparently you 'swallow words' and thus don't go through every mouth syllable.
This sprint, I focused on getting our new animator up to speed and working on back end preparations to allow for 2 animators to work on the characters. Hopefully, by setting up the robot files properly, the new mesh will be implemented smoothly.
We also created an Unreal Engine Forum here: https://forums.unrealengine.com/t/fieavr-cyberstein/505137
Contributions
Changed hand material
Closed printer when the ending starts
Finally fixed time rate so the animation and dialogue sync regardless of framerate
Helped new animator get adjusted to our project
Set up Maya files to let the animators (me and 1 new one) work on animations at the same time
Rearranged robot files to prepare it to get its proper meshes
Pass 8: Adjustments to the flip and timing of the ball returning.
Pass 7: Added some squash and stretch to the ball and adjusted flip timing and hitting the ground.
Pass 6: Adjusted Scout's position before the swing to better reflect hitting the ball forward.
Pass 5: Minor adjustments to timing and positioning.
Pass 4: I decided to add a flip to better sell the exaggeration of the assignment. I also adjusted the background to be less saturated.
Pass 3: This week I aimed to convert the stepped animation to splined. Industry review is coming up this week, and I want to show this in that.
Pass 2: Focused on adding more breakdowns and movement. The flip at the end is going to need more attention before I can spline the animation to make it smoother. Capstone Vertical Slice was this week, so there wasn't much improvement from the first.
Pass 1: I want to try to start my animation process like 2D animators do -- with key frames and breakdowns rather than the individual joint key framing I have been doing. That way, I can control individual poses much easier.
This sprint was focusing on sound and visual effects, though since we had most of them already laid out, I set to work on getting mocap into engine among other tweaks and adjustments.
Contributions:
Made the body parts move on a conveyor belt when the print button is pressed
Adjusted button layout to open after beginning dialogue and to make it easier to understand
Moved heads away from player until arms and legs are attached
This week we focused on finishing the beginning, middle, and end of the experience. You begin with the radio giving a bit of exposition, then Victor responding to your arrival. Then the middle section it creating the robot. Then the ending is watching one of the 3 endings play out (Victor will be Mocapped this week, thus he does not sync up with the animation yet)
Contributions:
Adjusting animation key poses for the robot's endings
Setting up an appointment to record Mocap for Victor
The Ending Credits Menu
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.
Swapped player model to have the ones with hands.
Fade out and exit level once an ending has concluded.
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...