BGP – Day 7

The growth of the tree

Today I have continued my work on the animation tree, finished it and also written the complete shoot-list for the motion capture shoot that we will have to schedule. All this from the comfort of my apartment. I for some unknown reason managed to hurt my foot and to let it rest I chose to work from home.

I won’t go into details  about animation trees in this post as that can be read in my previous post (BGP – Day 6). I’ll just get right to it, here is how the animation tree looks like now:

animationTree_new2.PNG

Its more clean now and I used some color coding to indicate when the player is using or not using one of the elements in the game.  For the shoot-list I just used a naming convention commonly used in the motion capture industry to indicate the actors status and what they are going to do in abbreviations. AnimationList.PNG

As an example the word Unarmed is changed to ”Unm” and indicates that the actors is not going to carry any weapons/powers during that take. When  creating the abbreviations you should aim to have equal to or less than four letters in each word. A simple trick to do this is just to remove the vowels, but keeping the start and the end of the word.

Then the rest of the rules of the naming convention is just to think about the most important things first: Prop>Body pose>Detailed>Action>Starting pose.

Following the above naming convention in the studio, you will give the actor the props that is going to be used. If they are supposed to have a hunched over, couching , prone or standing body pose. Any other details, if a specific body part is in center for this take. What the action is that the actor will perform, like a jump or a walk. Finally they should position themselves in the starting pose. Then you are ready to start recording the take.

That was all for today, take care!

About Kevin Alonso

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