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.
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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...
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