Tuesday, August 30, 2011

Progress - Wk 2 - 5

Wk 5:

Worked on 3 mirrored animations of previous turn-arounds.
Found issues with rigs when using Yena's mel script to copy over animations to the rest of pedestrian rigs.

Wk 4:

Modelled blimp, UV unwrapped and Textured.

Wk 3:

Modelled business woman pedestrian, UV Unwrapped and rigged.

Wk 2:

Completed the rest of the animations.

Tuesday, August 2, 2011

3114GFS_P2: Games Project - Wk 1

Second and final semester, continuing to work on 'Wreckless Conduct'.


List of work that needs to be done at the moment:
  • Policeman, business woman, business man, children
  • Animations:
    • Hesitation x1
    • Horror x3
  • Make opposite animations for turn-arounds made last semester.
  • Check if scared animations made last semester can loop (for Inicus).
  • Storyboarding for intro scene to game.

Here are the storyboards. Pretty much what is boarded is as follows:

  • Shots 1 - 5: Introduction to the game.
  • Shots 6 - 10: Introducing the player, showing off the competition, and an example of car abilities to the 'audience'.
  • Shots 11 - 14: Showing what other gameplay happens in the event (such as running over pedestrians, crashing into things. Also chucked in the ad billboard to keep consistent with the game show theme.)
  • Shots 15 - 16: wrapping up commentary and leading to gameplay.
This was the best i could figure to introduce the game and objectives as the announcer without actually having any audio/script to work off for the storyboard design.
If there are any additions, subtractions, etc, anything, let me know.

I hope the storyboards are easy enough to figure out what models are needed but if not:
  • blimp + megaspeakers
  • city / road intersection
  • cars + weapons.
  • whatever destructible item you wanna show off in the clip.
  • at least one building with ad billboard...

    Wreckless Conduct Trailer - Prototype

    Here it is! Wreckless Conduct Trailer Prototype!

    What still needs to be done is to replace all the props and buildings for models we've modeled ourselves. Currently the scene consists of models edited and found online from TurboSquid.

    Tuesday, May 31, 2011

    Progress Wk 5 - 13

    Wk 13:

    Lesson learned, do not accidentally put key frames on collision capsules inserted within model. This will muck up your collision pivot points when importing into final build. 

    Currently Dom and I had decided, until the animations have properly been integrated into the build, that its pointless transferring the animations over to the other various pedestrians yet for that is a tedious task in itself, and that we don't know if the build will need more animations. Therefore, since there is no more animations to work on I'm done for the semester.

    Wk 12:

    This week was spent animating the 'idle' and 'hit by a car' sequences. Until the character is put into the build, im curious as to how high the character needs to be, so when hit by the car properly, pedestrian is actually situated properly animating on to of the car. Will have to find out.

    (Idle Animation)

    (Hit By Car Animation 1)

    (Hit By Car Animation 2)

    Previously for the build, Dom has imported the collision nodes into the fbx file to test limb collision in regards to being hit by the cars. However currently it has come to our attention that the collision node's pivot points are off center, cause the collision of limbs to not work as efficiently or correctly as required. We came to the conclusion that it is because at zero the pedestrian file i hav given him the model's xyz values haven't been set or reset to zero, which is partially required for the ragdoll, i had set him into a standing position and not back to his T-Pos, this we thought initially would be fine but found it was not, so having to set them all back and parenting the colliders to the corresponding joints has solved this issue.

    (Pedestrian set up with collision capsules.)

    Progress has also been made on the animating the policeman for the trailer.

    (Animation Progress for Wreckless Game Trailer)

    (Snapshot Progress for Wreckless Game Trailer)

    Wk 11:

    Dom and I had decided this week a turn-around 'between' animation may be needed, in blending the scared animations to the flee animation in order to look more realistic.

    (Turn-Around 1)

    (Turn-Around 2)

    (Turn-Around 3)

    On the other-hand, assessment was due for the rigging and controls of the policeman, facial rigging has posed a problem for one particular point in the mouth (usually this problem is caused by editing the duplicated model each blend shape references, however in this case has not) is animating with all blend shapes... this will have to still be solved somehow.

    (Policeman Rigged with IK and Controllers for Animating.)

    (Example of facial rigging.)

    Wk 10:

    Scared sequences that are required when in close proximity to moving vehicle. In reality people don't just stand there still and get run over, nor do they not hear a speeding force coming towards them, in normal reaction they react and freak out. Here are 3 examples that I've created for the build's pedestrians.

    (Scared Animation 4)

    (Scared Animation 3)

    (Scared Animation 2)

    (Scared Animation 1) 

    Wk 9:

    Week 9 was mainly used to work on the Policeman for the upcoming trailer and progress closely due. Being high poly, the model has been tedious to skin, and getting the model's skin to move and bend/fold properly very tasking. no progress on animating the pedestrians has been made.

    Wk 8:

    The run cycle was next to be created in week 8. By theory the run cycle is less frames to animate, however making int run smoothly is another thing. The purpose of this animation was for the pedestrian to look like it's fleeing and running for its life. This was done by bending the upper body more forward with its head down, spreading the strides far and wide, as if to cover as many meters has it could in a single bound. No problems occurred.

    On another note, finished the model of the policeman. At current it is high poly for the trailer animation that will accompany the game once it is finished, however this model is easily able to be downgraded for gameplay.

    Wk 7:

    Since the models now import properly into Unity, i started to work on one of the first Animation cycle used by character in the game... the walk cycle. Having done many walking cycles before this model, creating a walk cycle was sure easy enough to get done.

    Wk 5 & 6:

    Week 5 and 6 were spend on trying to fix and unknown importing problem from Maya to Unity regarding the pedestrians. The problem was, as Unity imported the fbx files of the pedestrians, the joint scales would flip out, causing the joints to collapse themselves into the center pivot that is the parent to all the joint.


    Spent week 5 trying to sort out this scaling issue, experimenting with the scales in the Unity file, to turning the fbx file into an ASCII doc and searching its code... wasn't till the end of week 5 did we realise that Unity was throwing back an fbx error. Researching it in week 6 i and Yena eventually found as to why this error was occuring and how to stop it. In the new Unity 3.2, the fbx import no longer supported scale compensation, this function is defaulted to on on all joints created in Maya under the Joint heading in the Attribute Editor. After turning this function off on all joints on one skeleton and seeing this theory work, Yena created a mel script to do it automatically for all joint for me. :)

    Tuesday, March 22, 2011

    WC Progress: Wk 1 - 4

    WK 4:

    Beginning of the week have started modeling the policeman.

    • Our theme is destruction or destruction derby.
    • My milestone is have 3 pedestrians and 3 LODs modeled, UVUnwrapped, Rigged, and basic walk cycle animated, along with their LOD counterparts.

    WK 3:

    Manipulated the pedestrian man (easier to do it this way if required to interchange parts, for the same number of verts in joining limbs) to create a large obese man. Was set a milestone that in 3 weeks time I'll have 3 pedestrians modeled, UVUnwrapped, Rigged, and basic walk cycle animated, along with their LOD counterparts.

    Found out this weekend that, the rest of the team member want to go back to the original idea of limb dismemberment. Confused as to how we shall go this, for disconnecting joints may result in deformations of the mesh in dismemberment and when animating. Dom and I came up with a conclusion to solve this:

    (Limb-severing overview) 

    • Separating the mesh at particular joints of the body.
    • Making sure that each piece was perfectly placed together. 
    • At connect vertices between the 2 meshes, have their paint weights set to 100% at that point.
    • When required to separated, that limb's mesh will be disabled (invisible) and replaced with a object duplicate set exactly equal that will move around the scene as substitute.

     (Result of two meshes, one skeleton, with joining edges at 100% weight at limb joint)
    The granny shall be the first in the implementation of this technique, spent the weekend creating her and a LOD, severing at points planned, and UV Unwrapping. 

    • Granny Normal - 991 polys / 1956 tris.
    • Granny LOD - 648 polys / 1270 tris.
    (granny - normal sev) 
     (granny - LOD Sev)
    Hopefully finish rigging her next week so that Dom can test this theory out.

    WK 2:

    Spent the week on the construction of the first pedestrian man. For the designs they want, I find it hard to model it low poly knowing that if that is the case, then the effectiveness of the models will highly rely on awesome texturing (which in most cases when it comes to modeling for games it is so).
    • Pedestrian Man 1 - polys / tris. 
     (Details - cyberpunk elements originally wanted on boots, etc.)

    Submitted it Friday as due request by Dom. Didn't unwrap it for even because I wanted it tested within the game in multiples for performance reasons. Receive an email from Dom saying he wants it majorly downsized, AND, be interchangeable (example hats, hair, glasses, etc). These points would have been best told at the beginning of the week and not before the model had been made, and prototype due. 
    • Pedestrian Man (Downsize) - 932 polys / 1854 tris.
    • Pedestrian Man (LOD) - 503 polys / 1008 tris.
     (Pedestrian Man (Downsize) / Pedestrian Man (LOD))

    WK 1:

    So, as I have been, I'm in charge of the 3D modeling, UV Unwrapping, Rigging, and Animation of all characters in the game. Pedestrians, policeman, and drivers. This week was the first steps in concept sketches / character model sheets for the Policeman since we have most of the designs for the rest. A front and side view was designed, along with a basic planned structure for the skeleton and the wireframe of the mesh.

     (Normal - Pose, Front and Side)
     (Skeleton - Pose, Front and Side)
    (Wireframe - Pose, Front and Side)

      Tuesday, March 1, 2011

      Game Concept - Vertitude Rumball

      •  Vertical Pinball Puzzle/Race game.
      • 3rd Person, diagonal view drop, 
      •  iPhone Console.
      • What appeals about the game?   
        • Is fasted paced, multipath race to which the goal is to reach the bottom of the track as fast as possible.
        • Stylized level and awesome music, eg. like Audiosurf with a racing element to it. 
        • Keeps player captivated in the momentum of the game.
      • Idea derived from various fun quirks in games such as: 

        •    Mario Kart 64’s Rainbow Road LVL:
          • where the player enjoys the challenge of trying to jump over the rail and shortcut the level. 
        • Sonic the Hedgehog Adventure Battle 2:
          • Multiplayer rail systen where the character can grind on rails and jump the lvl to shortcut onto other rails. 
          • In game lvls where sonic speeds around circular circuits. 
          • The bumpers and power bars.

      •  Multiple tracks/ways to make it to the finish.
      • Various LVL aspects: 
        • There are multiple paths that can be taken.
        •  takes aspects of a pinball game, ball chamber tubes, levers hit to reveal more paths, pendulum obstacle effects, bumpers, etc.
        • freefall drops from one part of the level to the other. 
        • various aspects that can speed up and slow down the player depending.
      •   Simple design aspects: 
        • No character modeling, rigging or animating required, its just a ball, the main of the modeling is the level itself.
      • Functionality: 
        • Like a pinball machine you can roll/control the marble from side to side (with iPhone), or bump the machine to quickly change the marble’s course of direction (tap the screen on left or right).

      Dream Pinball (PC)

      F Zero X (N64)