Tuesday, December 2, 2025

Week 15 - Final - 'A' Stage

 Week 15 - Final - 'A' Stage

On out last week of the project I spent it perfecting the skin weights on the fingers/ body of the Dracula mesh. I wasn't happy with how the sleeves were deforming when the arms were raised up and down so I added some supporting joints to try to make the sleeves deform in a more realistic manner. The joints worked well, however I ended up not using them due to finding a better solution using just the original joint chain. I also updated the assets both in maya and unreal with the texture and final higher poly mesh. I plugged in the vfx I made for Johnathan's run and jump animations. If we come back to this project next semester I want to tweak the dust during the running animation a bit more since I wasn't fully happy with how it turned out. Either way I think the project turned out great. 


Shoulder Before 




Shoulder After




































Perforce check in




Thursday, November 13, 2025

Week 12 - First Bake - 'B' Stage

 Week 12 - First Bake - 'B' Stage


This week I worked on reskinning the model to the rig I had as well as fixing some things that were not working on the left hand. after I had done that I reimported the model into unreal and used Mixamo animations as a place holder to make a simple state machine. I wanted to make sure that what I had was correct so I worked closely with Gabe to make sure that everything I made worked with his blue print of Dracula. I received a new version of the model to reskin so I copied the skin weights over from the old model to the new one and tweaked some errors that occurred. When I originally made the blendspace for the locomotion, I had an idle, walk, run animation. However we switched to a floating idle instead of a standing idle so I want to tweak the transition between walk and idle a bit to make it look better. 







Friday, November 7, 2025

Week 11 - High Res Meshing - 'C' Stage

 Week 11 - High Res Meshing - 'C' Stage

This week I wanted to focus on implementing a simple walk cycle VFX for Johnathan's footsteps.  I had to redirect my focus back on the rig however, because of continuous issues with exporting and importing animation in unreal. I also received a higher mesh model so I also worked on readjusting the joints for both the arm and legs because they were no longer aligned with the mesh. I added finger joints now that the fingers were placed in a final position as well as joints to manipulate the jacket. I really liked how johnny rigged the dress for medusa so I utilized a similar method for Dracula. I did a first pass of the skinning for the new mesh and plan on further refining it later on next week. 
























































Once that was done I reimported the new skeletal mesh into unreal and updated the ABP that we already had as well as the Dracula blueprint that Gabe was working on. I also started working on making a retargeter just to put some place holder animations for the state machine but the ik chains are still not responsive ;-; so I pivoted my focus for the time being to working on the footstep vfx instead. The one shown in the video is specifically when Johnathan jumps up and touches down on the ground. It is still a work in progress but the only thing left to implement is the dust cloud ring which will be easy. 














Friday, October 31, 2025

Week 10 - Protomeshing - 'D' Stage

 Week 10 - Protomeshing - 'D' Stage

This week I spent the majority of my time fixing the rig I built last week. I had a lot of trouble with the fk Ik blend not working properly between multiple iterations but I was able to fix it

I also renamed the skin joints to match the Mixamo rig and imported the mesh/rig to engine and tested it out with a simple animation. I started working on the state machine for Dracula but ran into issues when using the IK retargeter because the joints are not responding to the ik chains built in unreal. I plan on reaching out to other members of my team for feedback on why this could be happening. 






Thursday, October 23, 2025

Week 09 - Initial Block Out - 'F' Stage

 Week 09 - Initial Block Out - 'F' Stage

For our initial block out I worked on making the proxy rig for Dracula

The limbs only have IK chains at the moment but I will be incorporating both FK and IK in all of the limbs. 

I adjusted the arms a bit to move them further away from the body to make the weight painting easier.



 



















I believe that my outliner is really messy, and the hagiarchy is not 100 percent correct so I plan on fixing that asap


A problem I had not anticipated was weight painting his jacket. Since you see a lot of the jacket from the back the geometry is double sided which caused a lot of issues when weight painting. This is something I also want to fix sooner than later in my second pass. 



Python Intro



 


Friday, October 3, 2025