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.

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.

World Machine to Unreal Engine


Explaining the Unreal 4 Landscape with World Machine integration.

Helpful Docs:
https://docs.unrealengine.com/latest/...
https://wiki.unrealengine.com/Landsca...

Sorry for the somewhat poor audio quality

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:
https://www.youtube.com/watch?v=-7E1OmvpbvI
audio is quiet but its good. Another one with good tips is:
https://www.youtube.com/watch?v=-7E1OmvpbvI
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.

Town Blocking

Starting to block in the town. I expect to re-do this for spacing etc, so its about getting comfortable with the kit, making new pieces, and trying things out.
Light house on island, kinda mixed it with a keep, so there's potentially more to do inside. That purple spot is the terrain tool brush.
Feeling things out, seeing how it will all look. There still needs to be a mage towr/rubble rains of it. Also going to populate homes outside the walls and make another set of walls further out.

Side note, getting behind on rigging the character, have to switch gears back to that.

World Map 01

I give you Westeros! Ha, no, but I felt like I was making a world like that. This is version 1, need to get Andrew's feedback, as I made a LOT of choices. Other than the obvious, 1km map size. Starting map is high-lighted but any square could be the start.
And an initial pass or Points Of Interest, just to get a very rough idea, not really even marking them as what they are yet.
World Machine, in this view does an auto LOD so I can't show the real detail level.
For example this is the starting map rendered to its resolution.
Give an idea of where the city and other POI's might go.
And to give a sense of scale, here'e the Showcase level I was messing with in the starting map. Its a little hard to connect the 2 since this view is rotated about 120 degrees.