Sunday, February 24, 2013
More 3D
Even though I was shown this way of weighting it is still proving to be quite difficult to actually get done and isn't as straight forward as I had hoped after using this technique. However I have been working on a second character. It was pretty simple to get this character done, because I already had the base mesh for when I created the second character it was just a case of sculpting into the armour pieces again.
I asked my friend who isn't going to use his FaceGen head in his work if I could use it for my second character and he said yes. From there I just applied his head to the model and attached the head so everything was pretty straight forward as I had already done it before with relative ease. Now its just the case of weighting both characters ready for the Motion Capture which I am looking forward to.
Milestones:
Milestones:
Research and practise Rigging and Skin Weighting for 3DS MAX (On Going)Watch tutorials on XNA and begin working on the Basics for the 2D GameAdd screen bounds, scrolling background and enemy spawns- Weight characters (On Going)
Start work on second Character
Sunday, February 10, 2013
From 2D to 3D
Over the past couple of weeks its been a slight transition back into the 3D work from the 2D as we come closer to the interim and I feel that I have covered enough ground with the 2D Game implementing the player, movement, scrolling backgrounds, enemy spawning and screen bounds.
Even though I felt that those few elements of the game went relatively well, I had slight issues when it came to getting the enemy to spawn. It went through a phase where it didn't like a specific word within the code and I spent hours trying to figure out why it didn't work so it was one of those occasions where you leave and go back to it the next where and low and behold I managed to sort it out. It was just a case of copying some code from one class to another because along the way some of it had been removed.
So I'm pretty happy with what I have achieved so far with my 2D game but I must return to 3D aspect of the production because not only is 3D a subject that requires a lot of attention and time, there were other assignments coming along side these interims and major deadlines. So it is a case of trying to get as much done as soon as possible so that I don't fall behind.
I managed to get the get my character rigged as I was given some guidance when it came to getting the hands and fingers rigged correctly and ironically it was a simple and easy process. However the next hill to climb was and is weighting but this has been made easier with help from Mike White who provided us with a link to a video that showed a simple way of weighting using a tool.
As well as finally figuring out how to rig and potentially weight my character I was able to apply the FaceGen head that I created of myself to my characters body which proved to be a very straight forward process and then I applied the hair which was provided by our Tutor.
As well as finally figuring out how to rig and potentially weight my character I was able to apply the FaceGen head that I created of myself to my characters body which proved to be a very straight forward process and then I applied the hair which was provided by our Tutor.
Milestones:
Research and practise Rigging and Skin Weighting for 3DS MAX (On Going)Watch tutorials on XNA and begin working on the Basics for the 2D GameAdd screen bounds, scrolling background and enemy spawns- Weight character (On Going)
- Start work on second Character
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