Monthly Archives: May 2024
Advanced Animation 18: Blocking Plus
This week I have developed this shot into blocking plus. I’m generally happy with the timing, but I’d like to push the poses to be more dynamic and less symmetrical. I have also understood that I need to polish the … Continue reading
User Experience 8: Creating animation montages and combat
Now that I have created the base of the character controller, I want to add the ability to attack. I have created two strings of combat, a series of light attacks and a string of heavy attacks, which are programmed … Continue reading
Advanced Animation 17: Blocking
This week I have roughly blocked out the poses for my scene. Ultimately, I can see that on reflection there are not enough poses- I worked from a reference of myself, but it would benefit the scene a lot if … Continue reading
User Experience 7: Making the Animation Tree and Basic character controller
Now that I have collected the animations I will be using in this project, I have begun working on creating a character controller. The third-person character controller that is created when making a game level in Unreal does come with … Continue reading
Advanced Animation 16: Acting reference and blocking
This week we are moving on to our acting shots. I have chosen a short clip from It’s Always Sunny in Philadelphia, since I think it has some clear beats in the timing, as well as being dramatic enough that … Continue reading
User Experience 6: Pivot to mixamo – reflection and new plan
The current development of this project is going to require me to modify my plans, since unfortunately due to technical issues, the VICON motion capture data is not going to be suitable for this project. A necessary element required for … Continue reading
Advanced Animation 15: Polish and Reflection
I’ve now moved into the polish phase of this shot, and overall I’m happy with the outcome. On reflection, I think I would like to adjust some of the timing since I think the comedic pantomime element of this shot … Continue reading
User Experience 5: IK retargeting
This week I focussed on preparing for retargeting animations using Unreal’s IK retargeter. Now that I have this set up I should be able to redirect my MOCAP data onto other targets, such as a paragon character or the unreal … Continue reading
Advanced Animation 14: Pantomime Spline
After moving this animation into spline, it was clear that some parts of the timing needed to be adjusted, holding some poses for longer and making clearer distinctions between pose transitions. Overall I’m pleased with the progress and I think … Continue reading