Motion Capture was pushed back by a couple of weeks due to a CryEngine workshop week that we had to do and because it was Industry week the following week. This provided me with some more time to get my characters weighted to a reasonable standard or to a standard to which I though they were OK, as I'm no professional it seemed what I had done would work and I was surprised with some of the ease especially with the second character. Because they had a similar shape and assets it was pretty much the case of doing it the same way I had done it for the first character.
The main issue I found with the weighting would be that the values of the vertices would change on there own and would make life a living hell as I found myself constantly going over the model weighting the same areas over and over. In the end I just had to settle with what I had, however I won't really know how the weighting is until I get an Animation put on there.
Now Confetti has built their own Motion Capture using 2 Kinects and using some motion capture software, it was definitely an interesting experience however I had trouble going from T pose into the action for the motion capture as that transition for some reason felt weird to me. Not only that but it felt kind of rushed which is understandable as we had only 2 hours to work with and a fair few people in the group.
It is going to be the case of booking out the Motion Capture and going after Confetti hours to use it and hopefully we'll have some good results.
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- Book out the motion capture and record animations
No comments:
Post a Comment