Tuesday, November 22, 2022

Week 13 VR Interactive Characters (Clean Pass)

 This week I updated our character rig to fit Aimee's re-topologized character based on some suggestions I gave her. I added a name to the control rig, re skinned, and added some groups on the controls for easier animating. 

I troubleshooted issues on the Characters textures and put got them into engine. 

I also added a fire vfx into the fireplace of our characters office. I used a Niagara Emitter and System.

I had a bunch of iterations submitted into Perforce. 





Thursday, November 17, 2022

Week 12 VR Interactive Characters (Proxy Pass)

 This week I worked on creating an FK rig for our Dr. Frankenstein interactive character. I kept his body and head fairly simple, but rigged his fingers for optimal bendability. For the next pass I plan to refine the rig by make the weights perfect, creating more interesting controllers and maybe adding some driven keys for more time efficient animation.



I also set up his assets in Engine and went over some geo update requests with Amiee for the final skin.









Monday, November 14, 2022

VR Week 11: Hands and Props

 The first thing I did this week was reskin the crab claw to accommodate for new topology on our final model. 


 I worked with Aimee to troubleshoot issues and implemented the textures in game. I worked with Zach to fix the rotation of our hands in game and get our assets working properly with physics, and touched up our animation blueprints with what animations we had done.

I also made an effect inside of Unreal, using a material and a mask to create a pulsing signal ring effect. I put it into a blueprint with the remote control.














Thursday, November 3, 2022

Week 10 VR Hands And Props (Clean Pass)

 For this round, I updated the crab claw rig to match the new geometry. I added joints to increase its bendability and helped guide retopology for better deformation. 



I also updated the tentacle rig and helped with its topology as well. 


For the remote, I remade the rig so that the joint in the center is closer to wear someone would grab it, and put a bone in for the button, fixing the rotation of that joint for better animation.











Final Presentation: Howl's Moving Castle

 Final Presentation: Howl's Moving Castle For this last turn in, I worked on implementing animations that Marshall created using my cast...