Monday, 27 February 2012
Friday, 24 February 2012
Monday, 20 February 2012
Sunday, 19 February 2012
Mesh Gone
I've been working on getting my animations going, I discovered that even though edoardos animations were working perfectly it wasnt working in the animtree viewer exactly like mine, but it still didnt work when I tried to play my level, and after getting my revised script working in the right places without getting any errors, it should work but I cant check it now because my mesh has disappeared when I play my level...
Thursday, 16 February 2012
AnimProb
I've come as far as this: everything looks exactly like it should except for the fact that my animation node is playing my animation, under the Anim Node Sequence is a tiny black bar that is suppose to be scrolling forward to indicate that the animation is playing, but it isnt! and in every tutorial ive found everyone does the same thing as me and they get it working....
Monday, 13 February 2012
Starting StaticMeshes
I've started to model some static meshes for my level while I try to figure out the problem with implementing my MoCap animations, I've modelled what should be the main engine of the ship, as well as the sleeping chambers for the crew, I haven't decided whether the reason for having sleep chambers instead of beds is because of the time it takes to travel from place to place or whether it is to counter balance something physiological that may happen from significant periods spent in space.
Friday, 10 February 2012
Problem with Custom Animation in UDK
I'm having some problems implementing a test walk cycle taken from my motion capture session which works fine on the character in maya and in the animset viewer but does not work in-game, i've been following this tutorial which is suppose to work but doesn't as you can see on the pic below, that is what happens on every try, the character just floats around, this might be because the animation is MoCap and not traditional anim..
Tuesday, 7 February 2012
Friday, 3 February 2012
Rough mocap test on character and UDK!!
I've managed to put one of my motion capture animations on my character as a test and also managed to get it into UDK.
I roughly skinned my character to the default motion builder RIG that has a root bone as well in world 0,0,0 so that it works in UDK and managed to export to motionbuilder and apply animation to then export to maya and then FBX export to UDK where the animation worked as a normal animset. joy!
I roughly skinned my character to the default motion builder RIG that has a root bone as well in world 0,0,0 so that it works in UDK and managed to export to motionbuilder and apply animation to then export to maya and then FBX export to UDK where the animation worked as a normal animset. joy!
Thursday, 2 February 2012
Aiming/Zoom
Among other things I am working on is the Aiming/Zoom function for the player character, since the player will not have a crosshair to aim with I thought it would be good to have an aiming zoom that he could use to really focus on hitting the enemy who is trying to kill him, in the end I want to have it so that the player cannot fire the weapon unless he is in this mode, and I will have different character animations for this, for instance when not in aiming mode the character will have the gun at his side and when aiming there's an animation where the character brings the gun up to aim forwards.
PROBLEM: As you can see in the video the problem is that when the player turns the view angle changes to the characters other side which makes it hard to fire accurately and when turning halfway you can't even see the gun OR where it's firing, I'm working on keeping the camera on the characters right side like it is in the beginning of the video.
PROBLEM: As you can see in the video the problem is that when the player turns the view angle changes to the characters other side which makes it hard to fire accurately and when turning halfway you can't even see the gun OR where it's firing, I'm working on keeping the camera on the characters right side like it is in the beginning of the video.
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