Thursday, March 26, 2015

Enemy 01

First enemy blocking. Its rigged, UV'ed, but not textured. I only did a quick thing on the eyes.

Sunday, March 22, 2015

Weekend Update 3_22_15

Its been a long but fun weekend, got a lot done but spent most of the weekend at my desk... good and bad. This is the first in what I'm planning on making a weekly update video on all that's been going on that week, what got done, what I'm doing next. Also going to mirror these weekend updates on the unreal forums to get some feedback here.

Wednesday, March 18, 2015

Walkcycle 03

Updated the rig with the Unreal ART tools and I'm liking it. I had some annoyances from using Maya 2016 Beta but those are fixed. I'm happy with the speed of rigging and animating with the toolset. Not sure about a quadruped solution yet, maybe just a biped rig on all fours.

Monday, March 16, 2015

Walkcycle 01

Well its complete crap, LOL but I finally finished the process. I've gone back and forth never actually taking the process to completion. I've re-rigged the character, test animated but never exported! I keep stopping when I hit any wall. Like the pops in the animation are b/c of the way I used fullbodyIK and how it keys more things than I was aware of, so next time I redo this I'll start a different way.
I want to re-rig him again changing the height of the hips so the legs are longer with a lower crotch as it were.

Saturday, March 14, 2015

World Machine to Unreal Engine

Explaining the Unreal 4 Landscape with World Machine integration.

Helpful Docs:

Sorry for the somewhat poor audio quality

Tuesday, March 10, 2015

Reference: Minions, Despicable Me

There is a number of sources I'm referencing in my head, not exactly the same. Minions running was something I though would be close, but I'm thinking a little more hope between steps to get more distance out of very tiny legs.
and one of the best tutorials on HumanIK:
audio is quiet but its good. Another one with good tips is:
audio sounds distorted and low but whatevs, its also good!

Rigged HumanIK

Well after all I think the easiest thing is what has the most support and documentation. I want to know what I'm doing and reduce the blackbox as much as I can. Since HumanIK has full docs and support from the community and Autodesk I think its better than a tool with less. This hasn't been exported/imported into Unreal yet...
My problem before with my initial test was that it needs to have the arms in T pose to get the control rig to work.