Tuesday, 12 March 2013

12/03/13 - Converting Files, presentation

Due to time limitations yesterday i'm converting the files from the X2D format to the FBX format today. It takes a long time but at least i can sort my presentation out at the same time. (I got them all processed, much more useful when i knew how to batch render.

Also.. Here's an accurate step by step set up process... the one we actually used. Ignore all previous ones.




It's that time again folks. Presentation week, you know the drill.

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Because i'm in a different group to normal i'll give a quick nod to my aim. This should save confusion later on.

Slide 1

Quick recap of where i was last time I presented 4 weeks ago. I'd just bit the bullet and decided to change rig due to the unrealistic proportions. After a few contenders decided to die on me I ended up choosing the Grunt rig as I figured any issues I had I could just ask Lynn about. All i needed to do was get back to where i was with the Moom rig and then animate more...

Slide 2
It took a couple of weeks of pain with animation layers making the rig implode for seemingly no reason whatsoever and getting lost when the textures went walk about but because i'd referenced a referenced file, it took me a little while to figure out which reference was causing the problem. The bottom video is the more recent version of the animation I'd managed so far.

Slide 3
As i was going along i started trying to use existing methods to help improve the performance. I used the line of action to help with weighting the characters and adjust their poses to suit the action better. I combined this with the use of silhouettes. Silhouettes are often used in character design so they can check the overall feel of a character without the distraction of minor details, this seemed like it could be applied to my own work so by just switching off the lights in Maya I can focus on the silhouette of the movement. If you can still tell what the actions meant to be then that's a good sign. It also helps to highlight specific key poses that aren't quite right.

Slide 4
Last Thursday i was given a few motion capture files by Robin which set me thinking about whether it would be suitable to consider for my project. Other than the fact i was interested in learning about Motion Capture anyway, i decided that if i was trying to emulate a real game pipeline then because i was creating fairly realistic reactions, motion capture would be a pretty good option. So i asked Robin if he thought it would be a good idea for my project and Lynn if she'd mind teaching me and before i knew it i was booked in for motion capture this Monday just gone. So at that point i had a lot of work to do. I'd roughly worked out what interactions i'd wanted to investigate but I hadn't really done anything for the body language i'd need to look at so that was the first thing i looked at and then i needed to have a plan ready for Monday. I looked up  what other people do to prepare for motion capture and came across a book called the game production handbook. It used a chart not dissimilar to the one I've used with the exception of the two Colums mentioning props that are needed and the scale i'd be using for that interaction. But they were more for my own benefit anyway.

Slide 5
Making the chart had unexpected benefits because it drew attention to a few issues i'd be running into like if the action doesn't have an obvious scale to use? Or the amount of Idle cycles i'd need to add the level of credibility i was hoping for.

Slide 6
So, Monday came round i was pretty tired but felt reasonably ready. The time that we were booked in for went by pretty quick and despite all my planning we only managed to get the first two interactions recorded. But this will be good in the long run because i can look a bit more into the responses.

Slide 7
Actually doing the motion capture brought up its own issues, like with live reference it can be quite difficult gaining a natural reaction especially when it came to the interaction which required punching or being punched. Not finding another volunteer also heavily affect my ability to direct movement meaning I had to try and judge how to improve a capture from the live feed. This wasn't so bad though because as you can see it's fairly clear what is happening.

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So what i'm doing at the moment is beginning to pick a take from each of the interactions to use as my final ones. I'll then proceed to clean up the animation using motion builder and then attach them to the grunt rig.

Slide 8

Other than animation and motion capture i've been continuing with life drawing focusing a little more on trying to draw feet and male anatomy also i've done a tiny bit of 3D modelling in my downtime to stop me procrastinating during the week.

Slide 9
Questions?

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