Monday, July 31, 2023

Final Delivery

 For the final delivery, I connected Zinta's facial blend shapes to a set of controllers to control the expressions, the eyelids, eyebrows, jaw, and smirk. I also added lamp controls that blends between an inhale and exhale blend shapes and added a control to allow the shaking of the lamp and the lid. Continued refinement of Zinta's animation while incorporating facial and lamp animations. Below is the result of two months of collaboration with Charles Price and Monica De Puy.






Wednesday, July 19, 2023

Sprint #5 Delivery

 For Sprint #5, I polished Zinta's animation along with the timing of the camera to make the overall animation more cohesive based on feedback. The camera pulled back fast and added a pushup for when the legs pop out on the climax. The ending pose is more refined and had Zinta take a step forward as she's swinging her sword. All these changes were pushed to engine where the next sprint will have blend shapes for facial expressions and to relax some of her poses. Below is the updated animation.



Wednesday, July 5, 2023

Sprint #4 Delivery

 For Sprint #4, I worked on polishing Zinta's animation, adding more key poses and in-betweens to construct a clear picture of the final iteration. I added a twirl to the beginning of the animation, overlap in the arms, and will be adding facial expressions and a more polished overall animation in the next sprint. I pushed the animation from Maya to engine and scaling works one to one. Listed below are the comparisons.






Wednesday, June 21, 2023

Sprint #3 Delivery

 For Sprint #3, I created IK/FK Switch to allow freedom of choice for animation purposes and an ROM of the more polished skin weighting of Zinta with a slight change where I added a joint controller to allow baked scaling for the purpose of baking down the animation to the skeleton and importing into Unreal Engine and remapped existing scale to the new root controller bone. Next pass will be further polish on the main body animation.



Here are the results inside Unreal Engine.






Wednesday, June 7, 2023

Sprint #2 Delivery

For Sprint #2, I developed a skeleton for Zinta along with a control rig for keyframe animation. Currently it moves with IK for the legs and FK for the arms. For the next pass, I will include an IK/FK switch for freedom of choice and will allow me to swap between them when she's floating in the sky to when she lands. Additional functionality to the hair will be made by next sprint.


Here is an ROM of the current iteration of the rig:





Wednesday, May 24, 2023

Sprint #1 Delivery

For Sprint #1, I developed a test animation for the camera in Maya and imported it into Unreal Engine so that it is one-to-one with the scene which I will be animating in.  Shown below are side by side comparisons of the camera in Maya to Unreal Engine.



Additionally, I created a proxy skeleton for the Genie in preparation for the second pass of the character with the new leg position. There are test blend shapes for the legs and tail that are scaled down very small to mimic visibility, allowing me to focus on animation through Maya entirely and bake out the blend shapes in the final pass of the animation.





0 = On | 1 = Off








Final Delivery

 For the final delivery, I connected Zinta's facial blend shapes to a set of controllers to control the expressions, the eyelids, eyebro...