The final stage of this project was showcasing the rig using the animations I had created. I decided to use a turntable in Unreal to showcase my animations, since it renders quickly but also would utilise the fact that this rig is functional in a game engine. I used this stylised forest scene as the setting since I wanted all of the focus to be my character and its animations, and created a sequence in unreal to record my shots. Within Unreal itself I used my UV snapshots from Maya to create an emissive layer above the character’s textures to broadcast the wireframe of the model, as well as creating a simple grey texture to showcase the model itself. I had some minor issues with the Unreal sequencer since it performs differently to Maya’s animation but ultimately I was able to use unreal to render some high quality shots of my rig in action.

One minor issue I encountered is that Unreal engine does not allow for renders of bone joints, so as a result that information needed to be directly recored from Unreal’s editor, which means those shots may be lacking somewhat visually. Despite this however, I think these shots provide some good understanding of how the rig is functioning in engine. I think that comparing these different shots together provides a good understanding of my work and progress thoughout this project.