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.

[image]

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. :)