IPS_Sprint #3 Delivery
Deliverables
Made an animation guide for animators on how to set up their maya files, import/export correctly and how I want them to handle iterations.
Lastly I made the sprint presentation again.
IPS_Sprint #3 Delivery
IPS_Sprint #2 Delivery
For this sprint I worked on finishing the layout for seq c, organizing tasks for the animators and helping with troubleshoot issues, exporting all the sequences for the layout reel and research for unreal maya live link.
The sequence took up most of my time. I animated the character a bit to try to match with the timing of the animatic.
IPS_Sprint #1 Delivery
For this sprint I worked on updating the shot list, dividing out tasks amongst the team, sprint planning and in engine camera layout.
I updated the shot list based on the new reference animatic we had last week.
I also helped outline tasks for animators during out team meetings.
I made a first iteration of our sprint planning that we will test out and finalize next sprint.
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
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 When I originally made the blendspace for the locomotion, I had an idle, walk, run animation.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.
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.
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.
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