Sunday, January 28, 2024
Sunday, January 21, 2024
Sunday, January 14, 2024
Thursday, November 30, 2023
VR Final Week
For this final pass, the animations changed a lot from their proxy states.
The first rig was only FK, so there were no hip/leg movements and no weight shifting. With the new IK rig, I was able to add those subtle movements to the previous animation states. Also, because of the new rig, I was able to animate transitions between these states.
However, each time the rig evolved, changes needed to be made to the animations to make sure they looked good.
Due to some technical issues, our team changed the Nazgul's clothing. Instead of a cloth simulation, the cloak was modeled directly onto the character. With the clothes added, I needed to go in and adjust the animations to make sure that the cloak was not clipping through the model. There were plenty of challenges with this and it required a lot of successful rig breaking to make it look nice and also look natural.
Thursday, November 16, 2023
Interactive Character Proxy
I also added a couple fixes to the hand animations from last week. The grasp and index curl didn't quite fit around the sword correctly, so I adjusted those in Maya.
Thursday, November 9, 2023
VR Week 03 - Final Hand Pass
This week, I finalized the hand animations. Fortunately, the animations from last week were pretty clean. I made a couple timing adjustments to vary the fingers. I also adjusted some of the weight painting issues that I was noticing in our mesh. Once the new animations were finalized, they were uploaded to perforce.
Thursday, November 2, 2023
VR Week 02 - Hand Clean Pass
This week, my goal was to clean up the hand animations and add a new one as well.
The feedback I received on the previous iteration was that the hands moved too evenly and needed some more irregularity. I went back in and did two things: one, change the the finger timing so that the fingers all raised and lowered at slightly different frames, and two, added a second cycle to the idle. Each idle now has two different up and down cycles within it, to give more variation and be more realistic.
The previous week, the hand mesh had some issues and couldn't be animated in certain positions. Now that the bug was fixed, I was able to go in and adjust some of the finger positioning.
I also added a new character-specific animation, finger-spreading. In our game, we want the player to be able to put the ring on their hand, so we needed an animation that had the fingers spread open a little wider to make room for the ring.
Avatar - Final Sprint
For the final sprint, I focused on smaller animation fixes and adding secondary animations (finger and facial animation). I had to check bac...
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For the final sprint, I focused on smaller animation fixes and adding secondary animations (finger and facial animation). I had to check bac...
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Portfolio Test
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For the basic shape project, I decided to do Samus from the Metroid series. She was the first Super Smash Bros character I ever played. I tr...














