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.
Wednesday, June 21, 2023
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:
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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 Sprint #5, I polished Zinta's animation along with the timing of the camera to make the overall animation more cohesive based on fe...
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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...