Wednesday, November 23, 2022
Week 13 VR Interactive Characters (Clean Pass)
Thursday, November 17, 2022
Week 12 VR Interactive Characters (Proxy Pass)
This week I developed a proxy skeleton and proxy animations for Bowser Jr. I created an idle animation, an awareness "clap" animation, and two interactable animations which are the carry and catch animations. Bowser Jr. will raise its arms out asking the player to carry it. The catch animation while interacting with Bob-omb in hand will put Bowser Jr. in a ready to catch pose, like to play catch with Bob-omb. The skeleton itself will be adjusted during the clean pass to add finger and toe bones along with bones for the hair and the ribbon part of the clothing and animations will be polished to compensate that.
Proxy Skeleton:
Perforce:
Thursday, November 10, 2022
Week 11 VR Hands And Props (Final Pass)
This week I made 7 different facial expressions using blend shapes for Bob-omb and threw them into a single prop animation clip to be imported into Unreal Engine 4. There was a extra pinky joint chain in the left hand skeleton. I deleted that extra chain and re-imported that hand. The team decided that the animation clips used for the clean pass is good to use for the final pass. Additionally, I assisted Lisa with finding references for morph target implementation and I was tasked with creating a material and a material instance for the walls in the VR scene.
Thursday, November 3, 2022
Week 10 VR Hands And Props (Clean Pass)
This week I rigged the first pass for Bob-omb along with making a walk cycle and a grab animation using Bowser's hands. Blend shapes for the eyes were developed to give expressions to the Bob-omb. These will be finalized in the final pass. I also made a clean pass on the fist, thumb down, and point animations. I then submitted them to Perforce along with their Maya source files.
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...
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For this week's lighting assignment I did challenge #1. I used the doorway as the main focal point of the scene, while keeping 80% of th...
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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...
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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 Z...