Big Game Project: post 1
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Time to bring this blog back to life now that me and six others are making a game that is to be presented at the upcoming Gotland Game Conference (GGC). The game is called “A Rat Betwixed” or just simply “Betwixed” as its full name was considered too long for a title. It takes place in the far future in a post apocalyptic Sweden where people has regressed to a socity that is similar to the medival age. It is a exploration co-op betrayal game where one of the players will be randomly selected to be the traitor, only the traitor knows who it is while it is unknown to the others. For this project I am the lead animator. Animation wise this has not been a very productive week as it has mostly been problem solving. It started with the character not moving while its props was flying away on their own after it had been exported to Unity.
After trying with several different meshes and rigs I came to realise that the problem had to lie somewhere in the Motionbuilder file and not in Unity. After watching a couple of tutorials I found that I had forgotten to bake the animation to the skeleton. After exporting the updated file to Unity, it got the character to move but now I had a new problem. I all of the sudden had two meshes in the scene, one was with an old rig while the other had the new, and typicly the one with the old rig was the one that was moving. It can be seen by looking at its right foot, parts of its mesh is being pulled by a bone in its left leg/foot.
To resolve this we tried a couple of things, exporting it to Unreal to see if the problem lies with Unity. Got this result by doing so.
The character was moving but was no where near what it suppose to be. Next we tried removing all traces of the old rig and update it. Suddenly the new rig behaved like the old one while at the same time changing the characters arms in all the animations.
There was also one which resulted in the character posing as a zombie from Michael Jackson’s Thriller, sadly I didn’t save a picture of this. Seeing that the problem with the rigging persisted no matter what solution we came up with it was decided to try it in a new project to se if the rig was the cause of all the problems. It wassn’t, since the rig was working properly in the new project it was decided to keep that one and make new animations for it. And that’s my story for this week, hopefully I can get a couple of gifs working for the next blog post so that I can show the animations that I am working on. Before I go, here is a picture of something random that happened in Motionbuilder.
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