DEMO DAY!!! I have found it very satisfying to see the
fruits of my teams’ labor at the end of the semester. After spending so much time working on this
project, it is awesome knowing that we’ll have something cool to show to our
fellow CSG mates! Not only that, but we
have something to show people over break and get some much needed
feedback! This winter break is going to
be a very productive one. WOOT WOOT!!!
Graphic Design student exploring the realm of Computer Simulation and Gaming from the other side of the screen.
Wednesday, December 16, 2015
"It's so easy. Happy go lucky!"
For the last couple of sprints, it looks like the art team
has been accumulated a bunch of technical debt.
This didn’t seem to make much sense since we were working our butts
off. After going through trello and revising
the cards to correctly reflect what we have been doing, the art team is ahead
by a sprint. That really helped with boosting our morale and confidence! Now
all we have to do is finish strongly.
Ganbatte yo!!!!
"All I Need in this Life of Sin, is me and my Keyframes"
After working with Motion capture data for a while, the animation
team would rather hand animate from scratch.
NEVER TAKE THE FUNDAMENTALS FOR GRANTED!!! In retrospect, if we hand
animated character actions, we would have been done with the animations way
before now. At least we acquired some
Mocap skills and will be better prepared next time.
"Planted Keys: The Animators Secret Weapon" OR "-00:00:13:29 to LIFT OFF"
So we’re starting to make sense of this whole editing Mocap
data thing. The biggest discovery for
us, thanks to our instructors, is the planted key. Planted keys are used to anchor parts of a
character(hand, foot)while the rest of the character is moving. We relied heavily on planted keys to keep
characters’ feet from moving when they were supposed to be standing still and whatnot.
YOU! YOU!! YOU OUGHTA KNOW!!!
Okay…so I may have spoken to soon and had my expectations set
too high. Editing Mocap data is way more
difficult than I initially thought. I
believe that the difficult part for me stems from the fact that every single frame
is a key frame. In order to make changes
to parts of a Mocap animation, key frames have to be deleted/moved. Also, a bit more hand animating is necessary
when editing Mocap data.
MOTION RAPTURE
WE’RE USING MOTION CAPTURE!!! That hopefully means that the animators will
have an easier time applying the data to our 3d modeled characters. Aside from the calibrating that has to be done
with the Mocap equipment and the actor, it looks pretty simple. I see this coming in handy when being used by
someone with unique physical skills like martial arts and gymnastics.
COME ON DOWN!!!
So after pivoting from a destructive voxel terrain to a
photorealistic one, we found $200+ worth of terrain editing software for less
than $8. I should probably mention that the program creates photorealistic
terrain with, wait for it, VOXEL BASED CONSTRUCTION!!! Thanks AXIS Game
Factory!!! I have since switched to character stuff, but that hasn’t stopped me
from cashing in on game development DOPENESS!!!
Vox for Naught? I THINKS NOT!
I’ve just been informed that we were going to switch from
voxels to a more photorealistic art style.
It’s not a biggie, but it would have been nice to have found this out
before a bunch of assets were made in the former style. At least now I know about voxels and pretty
good with MagicaVoxel. In retrospect, at
least we didn’t decide to make the characters in the same style. QUE SERA SERA!
Subscribe to:
Posts (Atom)