Category Archives: 2.1- Design Project 2

Submission: Advanced and Experimental 3D Computer Animation Techniques

Please find the submission showreel videos for Unit 2.1 below! Design Project 1: Design Project 2:

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User Experience: Final outcome

Please feel free to try the demo here!

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User Experience 10: creating the punching bag and reflections

As I am reaching the end of this project, I am implementing a target for the player to use their combat on. I have created a punching bag that the player can knock back when hit. This punching bag registers … Continue reading

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User Experience 9: Adding exclusive actions

As the basic control of the combat is completed, I wanted to add exclusive actions to the jumping and crouching functions. I implemented new animations exclusive to the jumping and crouching states which allow for a jump-kick attack and a … Continue reading

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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

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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

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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

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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

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User Experience 4: Mocap Shoot and Creating the Scene

This week I attended the mocap session using Vicon. I was supported by Kay who was able to bring in an actor who is very good at acrobatics. We have collected a lot of information in this session, and though … Continue reading

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User Experience 3: Planning for Mocap

Though I am still concerned about the amount of programming required, based on my research I would like to try and create a small playable demo of a game as an experience, implementing some of the elements of the game … Continue reading

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