Hey everyone!
It's another busy week here at FIEA, but I've been working hard on some animations that I'm excited to share with you all!
While I have also been working hard on the quadruped walk cycle project and my own portfolio animations, I have also been hard at work on my VR animations!
This week, Team 3 has been hard at work on further developing our animated character, Dr. Frankenstein. Aimee worked hard on re-topologizing the mesh for animation and it looks great! I had much better results with the animations this week. Less breaking bones and more fun to be had! It was a good time!
Thanks to Bailee for the stellar rig, too! She made a really fun rig to play around with and I was stoked! The clavicles and shoulders were awesome and gave the character an extra dimension of animation!
This week, I worked on some new and updated Dr. Frankenstein animations! I continued on the trend I set from last week, giving him more dynamic ways to interact with the environment.
This week's animations are much the same from last week's general ideas, except they move a lot more smoothly and naturally. Thanks to the new rig, I was able to make the hit animations more dynamic. Like, he goes flying now when he's hit in the sides, front, and crotch. I had to keep that in there because you know what people want to do when they get into a VR game... hit things where it hurts!
One thing I learned from the playtest last week is not to set the Skeletal Mesh in the environment for animation, but instead to set the Blueprint in the environment. I was curious as to why the state machine wasn't working at all, so that was definitely it. Once Bailee put the proper version of Dr. Frankenstein in the scene, it started moving again!
As for the State Machine, we are still working on it, but with Thanksgiving, progress has been slower than I've wanted it to be. Thankfully, the state machine does work... I just need to find a way to get all the collisions to properly detect. And I need a way to get the Booleans working.
Unfortunately, since the due date for this round is tonight, I haven't been able to find a backdoor solution for these problems, but over the break, I was planning on getting my hands dirty and figuring it out!
Speaking of backdoor solutions and impromptu problems... PERFORCE!
So, Perforce gave me a bit of a hard time with my animation blueprints today. Like, an abysmally hard time. So, I go to re-connect Bailee's new skeleton to the existing Animation Blueprint, I add the new animations, compile... And then...
I try to bypass and nothing happens. I try to check out the blueprint. Still nothing. Better yet, I can't check the file back in.
So, out of options and uncertain of what to do, I....
Duplicated the blueprint.
And added THAT to Source Control.
So, Dr_Character_AnimBP is no more.
Now, our new blueprint is Dr_Character_AnimBP1 is our new juice and jam.
I have no idea what happened or how to fix it, but I at least was able to find a way to submit my work for this weekend! I'll discuss solutions with my team once we all reconvene.
Besides the glacial speed of Perforce when I am away from FIEA, the project has been going smoothly! I was able to push all of my animations into the Depot and the VR project yesterday and they were properly implemented into the State Machine and engine today. While technology is always a fun issue to deal with when you are remote and on holiday, I feel like I was able to cope with these issues effectively to help my group out.
Speaking of Perforce, yes I am now aware that I submitted screenshots of my Workspace in my previous post, so I am excited and utterly stoked to tell you that I have taken pictures of the Depot this time! Woohoo! Progress and Rookie Mistakes!
So, where else am I going with these animations? Well, I'm going to seek further feedback from my peers and teachers and continue to iterate on these animations. Now that Dr. Frankenstein has better topology, I can make him raise up his hands at an angle or back up anxiously. He has much more room to emote now, thanks to the awesomeness of my teammates, and for hat I am eternally thankful.
Also, thanks to Patrick suggesting that my initial HitLeft Animation looked like Dr. Frank shooting up illicit substances, now, DrFrankDoesBadThings.fbx exists!
So! Goals for next iteration!
- Fully figure out the State Machine
- Make more dynamic tentacle/claw animations
- Figure out the grabbing mechanic for objects at various sizes
- Continue to iterate on Dr. Frank's animations
- Figure out what the heck happened with Perforce
Peace!