Thursday, October 29, 2015

Spear Armor Updated

I decided that I wanted to change the spear armor a little bit. I felt that the colors didn't work as well as I thought. I mainly removed some of the excess colors and well and added more geometry to the jacket and pants. I didn't bother adding geometry to the gloves or boots since I figured those parts would most likely not be seen up close too much.

Friday, October 23, 2015

Mocap Data


We finished capturing all the mocap data. Next we have to clean the animations.  There were some animations that we were not able to get data for because of how the body suit was set up. The person had to remain tethered to the power source. We will have to do manual keyframed animations of walking, running, and possibly jumping.

The photo below show the raw .bvh file uploaded to a biped in 3ds Max. The mocap data is all FK type of animations hence all the individual keyframes.  The picture below is just a portion of the list of raw file animations we captured.

Friday, October 16, 2015

Second Half: Class 1 Armor Modeling

With some concepts to choose from, I started modeling possible armor pieces for the class 1 character. I'm a bit unsure about creating separate pieces and then applying it to a biped. I'm used to making an entire mesh with the clothes/armor modeled into it. However, I can see the advantage of doing it this way.


Monday, October 12, 2015

A New Character

I finished up a few concepts for the class 1 character. I was working on the class 2 before.  This character was a jetpack man and had influences from Star Lord and The Rocketeer. It was a bit difficult to come up with ideas, but I think I made a few good concepts to work with. I'll have to see how the teammates view these.




Thursday, October 8, 2015

Testing in Unity

I have a decent understanding of Unity, but I definitely could get better. I had exported my model with the animations. I had difficulty getting the animations to run. It was later on that I found out that I needed to also have scripts to run the animation sequence. After many attempts and with the help of Nevin and Mike, I managed to get a functional crossbow in Unity.

From my initial Unity Test

Sunday, October 4, 2015

Animating the weapon

I realized after I created my first crossbow that the model had way too many polygons. I then removed as many edge loops as possible. I managed to greatly reduce the total polygon count. The first crossbow was several thousand polygons while the new one was a little over 400 polygons. The animation proved to be challenging since I had never animated a bow before. I watched several video tutorials and I managed to get a decent animation.

The textured crossbow, rigged for animation.