Thursday, November 30, 2023

Stranger Things: Final Week Animation Updates and General Project Polish

 


    Week 5 of this project ended up being thanksgiving break, so the blog posts go straight to the final week of updates, starting with our Interactive Character animation.
    The final model came in; since the model's dimensions had shifted some, the rig was adjusted to compensate, meaning the animation clips were bent slightly out of proportion in the original maya file shown above.

    Luckily, this was easily remedied using Unreal's IK retargeting system, most of which was done by our tech artist Cal. With a couple of tweaks on the IK solvers and joint offsets in the new animation files, the new model was able to run on the original animation clips and the longer extended fingers no longer clip into the legs.


Updated Animation Blueprint with new Preview Mesh
Pls Mute This Audio I didn't realize it was recording me


IK Retargeting Solver with source and target meshes

    With the animation officially complete and working in engine, I was free to make some polishing edits and assist the others with their final touch- ups, which included some texture/material troubleshooting, perforce being picky with source files, and final lighting/shadow adjustments. Mostly, I was responsible for timing the background music of the level and adding sound effects to the demogorgon when specific animations are triggered.


Simulation of VR Environment in Engine
Pls Also Mute This Audio I didn't realize it was recording me

    Overall, I think we really excelled as a team this week and our project turned out incredible. Despite all the high learning curves and setbacks this was a very rewarding experience, and I can't wait to show it off to everyone tomorrow.
    Shoutout to the rest of my excellent team for all your hard work!
        3D Eleven Hands and Demogorgon Models + Textures: Tristan Spear
        3D Environmental Assets + Textures, Lighting, Nav Mesh Assistance: Haley Kroppman
        Blueprint Implementation, Lighting, Perforce Directory Operations, Environmental VFX: Haoyu Wu
        Blueprint Implementation, Rigging + Skinning, Quality Assurance, Bug Testing: Cal Wohnoutka



Perforce Documentation








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