It's nice that it's all over and handed in, sure, but I can't help feeling that this has been a bit of a wasted endeavour on my part. Practically none of my assets made it in; the citizen and its animations were replaced with a model already in engine, and the soldier disappears when close up. All that's in for sure is my tank texture and the redone money bag texture. That's it...
I just wish Tom had listened to me in the first place and let me do about half the models. Now, when I go to the grad show, all that will be promoted is his work. It is because of this that I may not show up much.
Friday, 21 May 2010
Sunday, 16 May 2010
Final Update
21/04/2010
Soldier is coming along. Continuing to hunt down stray vertexes and correcting model where needed. Elbow joints appear to not be connected the way they're meant to be when arm bones are manipulated up and down. Need to correct this. Also splitting faces that have more than four edges down to reduce the likelihood of glitching of visibility that can occur.
---
Control Nurbs make the flow of animating go much smoother, as they're easier to select than bones - constricting the appropriate bones to them, that is.
rigging the mesh via constraints and parenting is more difficult than first predicted. FKs refuse to behave as I instruct them - containing bones to them is causing unforeseen glitches and unexpected effects. The only way to get this to work is to not contain the mesh to the bones, but the controlling nurbs, though doing so defeats the whole purpose of rigging for the unreal engine - bones are needed for characters.
Introducing IKs to the mix renders all limbs they're attached to completely static, being unable to animate at all, regardless of any constraints, parenting, or direct translation manipulation via the move tool. All IKs on the head, neck, arms and legs are to be removed, and another approach to be taken.
04/05/2010
Watched Tom run some stuff in the Unreal engine. Finally managed to fix Soldier neck, but the model and rig simply would not behave when imported. The only thing that worked was the test arm animation.. Many different attempts were made, from importing just the mesh to importing just the rig, but none worked. Finally, we imported my first rig that was very glitchy - that one, however, worked a little better, but still not correctly. Only the head would show up, and it was a littl collapsed on the one side. After hours of trying to get it to work, we opted to put it on hold. Tom said he'd ask either Richard or Charlie, or both, to help correct the problem tomorrow, while I get on with weight painting the citizen. Hopefully, that won't take too long, so I can begin animating.
05/05/2010
Global control of the citizen rig was not set to 0,0,0, thus animating the overall position would be highly problematic, as the global control's 0,0,0 is set below the grid. Tom changed the Model to be above the grid, so this must be important, and I'd rather not set the whole model to the original 0,0,0 translate position of the global control, as this might disturb something I'm not seeing. To remedy this, I have created a new, slightly larger global control, naming it globalControlOuter, locating and freezing its translation to the position necessary for a more streamlined animation process, while renaming the original to globalControlInner. I have parented the former to the latter, taking over its functions. In an effort to avert confusion in the future, I've turned the visibility of globalControlInner off, so now it can only be seen in the Outliner.
I'm going the same route as the previous citizen model, weight painting it through a more systematic approach using the component editor. The head, as per usual, has been the easiest to do so far. I assume the knees and pelvic area will be difficult to get looking right, just like the previous citizen. I should be able to get this done by the end of the day.
06/05/2010
Little did I notice yesterday, but the entire citizen mesh appears to be off-centre by a small amount. This small amount was the reason why the binding took a little differently to one side than the other. To ensure this doesn't turn into a bigger problem while animating, I'll have to unbind the mesh from the rig, centre it completely, and then bind and weight paint all over again. Thankfully, I know how the mesh should be weighted thanks to doing it yesterday - this time, the process should go a lot smoother.
After centring the mesh correctly, and binding the skin, it appears to have had no effect on how it's bound - it's still slightly different on one side than the other. Looks like that was a pointless endeavour. Now, I shall simply go back to the bound and weight painted model, make sure it's ready, then begin animating.
The right and left knee controls are making the character look like he has rickets when he raises either leg. This has been corrected via moving them in somewhat. Now the knees direction of the knees is correct, forward, instead of out to the sides.
07/05/2010
I've had to go back and correct some of the weight painting around the knees, ankles, and armpits. I suspected before, but the way the mesh has been put together is greatly conflicting with weight painting evenly (some parts of the legs, feet and chest are too angular in parts, having pretty plat surfaces in places that should be rounded - it's making hiding and fixing creases and deformations very difficult. I did mention this to tom, bar how difficult it would be to weight paint - I thought then that it was merely an aesthetic touch that could go unchecked, as we do not have time this late in the game.
One of the Foot Roll attributes I created earlier in the year have a problem: it's raising the one foot much faster than the other, and this will create great inconsistencies between leg and foot positions during animation if left unresolved.
Now, the Foot Roll has been fixed, so I can continue animating.
08/05/2010
The walk forward animation is going very well, bar a few minor hiccups. The animation of the legs seem to fit the model's style - there is some deformation I simply cannot get rid of, but it's not too noticeable.
Finally, the walkforward animation is done. There is a very small issue with the left arm movement, but I don't believe it's readily noticeable. If Tom points it out, I'll see what I can do to correct it. As it stands now, I don't think I could correct it without a large overhaul, and that would take time - time we don't have. I must move onto the other animations. Next, I believe I shall do the Cheer animation.
09/05/2010
I have sent a question to Tom in regard to the Cheer animation: I'm not sure if he wants the lower body animated or not, as I vaguely recall him saying something about it being blended with the walk and run directional animations. While waiting for him to get back to me, I'll start on BigSpeech.
The guide that Tom gave me for the BigSpeech calls for the entire citizen model to be rotated 180 in order to face the correct way. My globalcontrol seems unable to do this without twisting some parts of the mesh very badly. The only way I can remedy this is to rotate the entire guide scene, or the BigSpeech animation is basically never going to happen without extreme deformation of the mesh. I've requested that I be allowed to follow through on this plan to Tom, so while I'm awaiting his reply, I'll try my hand at the Angry animation.
The Angry animation is now done. There were some nasty deformations that I did not expect in the left side of the chest, but managed to somewhat hide it via placing the left arm over the area at the appropriate time. Tom has now gotten back to me about both the Cheer and BigSpeech animations. I don't have to animate the lower body on the Citizen for Cheer, as it shall be blended, and it's not problem if I rotate the BigSpeech scene. Therefore, I shall next animate the BigSpeech, then Cheer. The BigSpeech is meant have calm slow movements, along with bursts of quick angry gestures. I shall look into some speeches by Adolf Hitler, as he knew how to whip up a crowd, and would give speeches with calm slow movements, and getting his points across with the help of quick angry gestures.
10/05/2010
Put the Walkforward animation up for Tom to try to put into engine. The animation went in fine, but the model did not, citing that two bones were of the same name.
11/05/2010
Unfortunately, I had not remembered to orient the joints correctly in either the soldier or the citizen. Therefore, while I corrected the citizen, Tom corrected the Soldier. However, now that the joint orients are different in the soldier, I don't think the method of containing to orients will work correctly any more. I'm not sure if binding the skin to the rig will work either, as some movements call for very precise movements... Simply put, I'm not sure if the vertexes will be able to be bound they I want them to.
However, if worse comes to worst, Tom has assured me that models inside Unreal can be used in our project. If that were to happen, practically all my hard work would be for nought, as I primarily worked on the rigs, both testing and the ones to be used, fixing some of the citizen and the soldier meshs, along with both model animations. I can't let that happen.
The citizen appears to have an extra pair of feet when exported. However, I believe I know what the problem is. The extra joints I put in under the feet are to trick maya into letting me animate in certain ways otherwise highly difficult to achieve (things I'd not be able to get done by the time this project is over). These extra joints are not to be exported and put in unreal, as that is not their purpose. The citizen is still misaligned when exported into unreal, but it's better than previous versions.
As I suspected, constrains of the orients do not produce the desired results any more due to the altered orient alignments on the Soldier. After an entire night of trying, I can't get it to work correctly. Unfortunately, I have had to bind the skin. Hopefully, I'm wrong about this having to be moved in very specific ways, and this will work much better.
12/05/2010
After being up all night, I can officially say that I cannot get the Soldier rig to work right. It's been a tough night, I can say that much. I took another long look at constraints, but no, it just will not work. Binding the skin works somewhat, but when it comes to weight paining the shoulders, it can't be done correctly. I don't have the time to be messing around with the Soldier's rig, as I must continue on with animating the citizen. I'm still on BigSpeech, and I have several more to get done - this is taking too long, and with so many other aspects failing, I'm losing heart.
Late this morning, I got an apiffany - parenting. Parenting the individual mesh segments of the Soldier to the appropriate joints should work. My earlier thoughts of such an attempt overloading the rig has practically no basis, as I was confusing it with how the constraint functions work. I'll give put this theory into practice and see what happens.
Yes, it worked! All of it is working correctly, along with going into engine with a test animation fine! The Soldier has been saved, and so I will celebrate by giving him a walk cycle! I'm guessing this will require IK handles to move the legs better, along with a curve to control torso and upper body trans, to get a better bobbing effect as he goes through the positioning of contact, down, passing and peak point. This worked well for the citizen walk cycle, thus I want that same effect here, albeit more mechanical in appearance.
Tom has just sprung on me a very disconcerting problem: once the citizen model is fixed, he's guessing the animations I've done so far for it, Angry and Walkforward, will not work when put into engine. This means that once I'm done with the Soldier animations, I'll be trying to fix the citizen model - if the animations don't work with it, I'll have to redo them. This is not appealing at all, as walk cycles are difficult to execute well in Maya, and tend to take me a longer time than usual to get done. We don't have much time left, and I'm completely knackered from staying up all night finding a solution to the Soldier problem. If I have to devote the same amount of time to the citizen, I might pass out from exhaustion.
Walk cycle animation for the Soldier is looking very ridged, but that's what we're going for, so no real problem with that. However, there is a point in the passing and on through to the peak point and contact for both legs that make it seem like the tip of the feet glide across the floor. Since the feet don't move on their own, besides the Y orientation (individually rotate horizontally), I cannot get them to firmly plant on the ground at any other time than that of the down frames, without going clipping through the floor, and Unreal does not like it when two or more normals clip into one another. This late in the game, I am hesitant to change the rig as to allow for a better look, thus I shall play it safe and stick to this animation, as fixing the rig the first time around was extensively time consuming. We no longer have such time.
13/05/2010
Attempting to fix the citizen has proved to be somewhat of a dead end so far. I've gotten rid of the originalRoot, the joint I believe is causing the trouble, and shifted all it's constraints and parenting (its responsibilities) to the newer properly oriented root. I#ve uploaded this version for Tom to try out. Hopefully, it'll work well.
Tom has got back to me regarding my attempt to fix the rig. Sadly, it didn't work. Though, he now knows just what is causing the problem. Unreal is reading another joint as the root, instead of the root itself. To remedy this, I'm pretty sure that all I have to do is put the root joint higher up in the outliner. This should make Unreal recognise the root joint as what it's meant to be: the root.
Thankfully, it has worked, though there is still the matter of correcting the model's axes. The mesh is fine, but the rigs axes is off. I shall commence a very careful investigation of the entire rig to see what might be wrong. If I can't find the problem, I fear we may need to resort to the emergency backup model in Unreal.
Still, I can't find out what's wrong - I can't correct this problem. I've now been working on it all day, but am nowhere closer to an answer. I've checked every joint and every curve, and they all seem completely fine - they're doing what they are suppose to, and the orients are all good. Plainly, the axis shouldn't be off in engine, yet it somehow is. Even if I found out how to fix it at this point, I highly doubt I'd be able to get all the animations done for the character with a enough time left over for Tom to put import and correctly apply them. I'd also have to redo both the walk cycle and angry animations, which would take even more time than we have left.
14/05/2010
Got in contact with Tom last night, and explained the situation. We've abandoned the citizen, and I finally got round to the propaganda tank texture. Time is not abundant, so I had to forgo my usual toon-ish style and take rendered snapshots of the citizen and soldier models in certain poses, resembling old propaganda posters. I've also fixed the money bag texture to not look so much like a scribble.
15/05/2010
Today, I've been working on videos to show what was unused/unusable for the final version of the project. I will most likely get some footage together of models we did use, but, then again, we could always put them in as screen shots, as they'll be in engine to see anyway.
16/05/2010
Soldiers flicker in engine when camera gets too close. However, not much can be done about that at this point. I'm just happy to be giving the project in tomorrow.
Soldier is coming along. Continuing to hunt down stray vertexes and correcting model where needed. Elbow joints appear to not be connected the way they're meant to be when arm bones are manipulated up and down. Need to correct this. Also splitting faces that have more than four edges down to reduce the likelihood of glitching of visibility that can occur.
---
Control Nurbs make the flow of animating go much smoother, as they're easier to select than bones - constricting the appropriate bones to them, that is.
rigging the mesh via constraints and parenting is more difficult than first predicted. FKs refuse to behave as I instruct them - containing bones to them is causing unforeseen glitches and unexpected effects. The only way to get this to work is to not contain the mesh to the bones, but the controlling nurbs, though doing so defeats the whole purpose of rigging for the unreal engine - bones are needed for characters.
Introducing IKs to the mix renders all limbs they're attached to completely static, being unable to animate at all, regardless of any constraints, parenting, or direct translation manipulation via the move tool. All IKs on the head, neck, arms and legs are to be removed, and another approach to be taken.
04/05/2010
Watched Tom run some stuff in the Unreal engine. Finally managed to fix Soldier neck, but the model and rig simply would not behave when imported. The only thing that worked was the test arm animation.. Many different attempts were made, from importing just the mesh to importing just the rig, but none worked. Finally, we imported my first rig that was very glitchy - that one, however, worked a little better, but still not correctly. Only the head would show up, and it was a littl collapsed on the one side. After hours of trying to get it to work, we opted to put it on hold. Tom said he'd ask either Richard or Charlie, or both, to help correct the problem tomorrow, while I get on with weight painting the citizen. Hopefully, that won't take too long, so I can begin animating.
05/05/2010
Global control of the citizen rig was not set to 0,0,0, thus animating the overall position would be highly problematic, as the global control's 0,0,0 is set below the grid. Tom changed the Model to be above the grid, so this must be important, and I'd rather not set the whole model to the original 0,0,0 translate position of the global control, as this might disturb something I'm not seeing. To remedy this, I have created a new, slightly larger global control, naming it globalControlOuter, locating and freezing its translation to the position necessary for a more streamlined animation process, while renaming the original to globalControlInner. I have parented the former to the latter, taking over its functions. In an effort to avert confusion in the future, I've turned the visibility of globalControlInner off, so now it can only be seen in the Outliner.
I'm going the same route as the previous citizen model, weight painting it through a more systematic approach using the component editor. The head, as per usual, has been the easiest to do so far. I assume the knees and pelvic area will be difficult to get looking right, just like the previous citizen. I should be able to get this done by the end of the day.
06/05/2010
Little did I notice yesterday, but the entire citizen mesh appears to be off-centre by a small amount. This small amount was the reason why the binding took a little differently to one side than the other. To ensure this doesn't turn into a bigger problem while animating, I'll have to unbind the mesh from the rig, centre it completely, and then bind and weight paint all over again. Thankfully, I know how the mesh should be weighted thanks to doing it yesterday - this time, the process should go a lot smoother.
After centring the mesh correctly, and binding the skin, it appears to have had no effect on how it's bound - it's still slightly different on one side than the other. Looks like that was a pointless endeavour. Now, I shall simply go back to the bound and weight painted model, make sure it's ready, then begin animating.
The right and left knee controls are making the character look like he has rickets when he raises either leg. This has been corrected via moving them in somewhat. Now the knees direction of the knees is correct, forward, instead of out to the sides.
07/05/2010
I've had to go back and correct some of the weight painting around the knees, ankles, and armpits. I suspected before, but the way the mesh has been put together is greatly conflicting with weight painting evenly (some parts of the legs, feet and chest are too angular in parts, having pretty plat surfaces in places that should be rounded - it's making hiding and fixing creases and deformations very difficult. I did mention this to tom, bar how difficult it would be to weight paint - I thought then that it was merely an aesthetic touch that could go unchecked, as we do not have time this late in the game.
One of the Foot Roll attributes I created earlier in the year have a problem: it's raising the one foot much faster than the other, and this will create great inconsistencies between leg and foot positions during animation if left unresolved.
Now, the Foot Roll has been fixed, so I can continue animating.
08/05/2010
The walk forward animation is going very well, bar a few minor hiccups. The animation of the legs seem to fit the model's style - there is some deformation I simply cannot get rid of, but it's not too noticeable.
Finally, the walkforward animation is done. There is a very small issue with the left arm movement, but I don't believe it's readily noticeable. If Tom points it out, I'll see what I can do to correct it. As it stands now, I don't think I could correct it without a large overhaul, and that would take time - time we don't have. I must move onto the other animations. Next, I believe I shall do the Cheer animation.
09/05/2010
I have sent a question to Tom in regard to the Cheer animation: I'm not sure if he wants the lower body animated or not, as I vaguely recall him saying something about it being blended with the walk and run directional animations. While waiting for him to get back to me, I'll start on BigSpeech.
The guide that Tom gave me for the BigSpeech calls for the entire citizen model to be rotated 180 in order to face the correct way. My globalcontrol seems unable to do this without twisting some parts of the mesh very badly. The only way I can remedy this is to rotate the entire guide scene, or the BigSpeech animation is basically never going to happen without extreme deformation of the mesh. I've requested that I be allowed to follow through on this plan to Tom, so while I'm awaiting his reply, I'll try my hand at the Angry animation.
The Angry animation is now done. There were some nasty deformations that I did not expect in the left side of the chest, but managed to somewhat hide it via placing the left arm over the area at the appropriate time. Tom has now gotten back to me about both the Cheer and BigSpeech animations. I don't have to animate the lower body on the Citizen for Cheer, as it shall be blended, and it's not problem if I rotate the BigSpeech scene. Therefore, I shall next animate the BigSpeech, then Cheer. The BigSpeech is meant have calm slow movements, along with bursts of quick angry gestures. I shall look into some speeches by Adolf Hitler, as he knew how to whip up a crowd, and would give speeches with calm slow movements, and getting his points across with the help of quick angry gestures.
10/05/2010
Put the Walkforward animation up for Tom to try to put into engine. The animation went in fine, but the model did not, citing that two bones were of the same name.
11/05/2010
Unfortunately, I had not remembered to orient the joints correctly in either the soldier or the citizen. Therefore, while I corrected the citizen, Tom corrected the Soldier. However, now that the joint orients are different in the soldier, I don't think the method of containing to orients will work correctly any more. I'm not sure if binding the skin to the rig will work either, as some movements call for very precise movements... Simply put, I'm not sure if the vertexes will be able to be bound they I want them to.
However, if worse comes to worst, Tom has assured me that models inside Unreal can be used in our project. If that were to happen, practically all my hard work would be for nought, as I primarily worked on the rigs, both testing and the ones to be used, fixing some of the citizen and the soldier meshs, along with both model animations. I can't let that happen.
The citizen appears to have an extra pair of feet when exported. However, I believe I know what the problem is. The extra joints I put in under the feet are to trick maya into letting me animate in certain ways otherwise highly difficult to achieve (things I'd not be able to get done by the time this project is over). These extra joints are not to be exported and put in unreal, as that is not their purpose. The citizen is still misaligned when exported into unreal, but it's better than previous versions.
As I suspected, constrains of the orients do not produce the desired results any more due to the altered orient alignments on the Soldier. After an entire night of trying, I can't get it to work correctly. Unfortunately, I have had to bind the skin. Hopefully, I'm wrong about this having to be moved in very specific ways, and this will work much better.
12/05/2010
After being up all night, I can officially say that I cannot get the Soldier rig to work right. It's been a tough night, I can say that much. I took another long look at constraints, but no, it just will not work. Binding the skin works somewhat, but when it comes to weight paining the shoulders, it can't be done correctly. I don't have the time to be messing around with the Soldier's rig, as I must continue on with animating the citizen. I'm still on BigSpeech, and I have several more to get done - this is taking too long, and with so many other aspects failing, I'm losing heart.
Late this morning, I got an apiffany - parenting. Parenting the individual mesh segments of the Soldier to the appropriate joints should work. My earlier thoughts of such an attempt overloading the rig has practically no basis, as I was confusing it with how the constraint functions work. I'll give put this theory into practice and see what happens.
Yes, it worked! All of it is working correctly, along with going into engine with a test animation fine! The Soldier has been saved, and so I will celebrate by giving him a walk cycle! I'm guessing this will require IK handles to move the legs better, along with a curve to control torso and upper body trans, to get a better bobbing effect as he goes through the positioning of contact, down, passing and peak point. This worked well for the citizen walk cycle, thus I want that same effect here, albeit more mechanical in appearance.
Tom has just sprung on me a very disconcerting problem: once the citizen model is fixed, he's guessing the animations I've done so far for it, Angry and Walkforward, will not work when put into engine. This means that once I'm done with the Soldier animations, I'll be trying to fix the citizen model - if the animations don't work with it, I'll have to redo them. This is not appealing at all, as walk cycles are difficult to execute well in Maya, and tend to take me a longer time than usual to get done. We don't have much time left, and I'm completely knackered from staying up all night finding a solution to the Soldier problem. If I have to devote the same amount of time to the citizen, I might pass out from exhaustion.
Walk cycle animation for the Soldier is looking very ridged, but that's what we're going for, so no real problem with that. However, there is a point in the passing and on through to the peak point and contact for both legs that make it seem like the tip of the feet glide across the floor. Since the feet don't move on their own, besides the Y orientation (individually rotate horizontally), I cannot get them to firmly plant on the ground at any other time than that of the down frames, without going clipping through the floor, and Unreal does not like it when two or more normals clip into one another. This late in the game, I am hesitant to change the rig as to allow for a better look, thus I shall play it safe and stick to this animation, as fixing the rig the first time around was extensively time consuming. We no longer have such time.
13/05/2010
Attempting to fix the citizen has proved to be somewhat of a dead end so far. I've gotten rid of the originalRoot, the joint I believe is causing the trouble, and shifted all it's constraints and parenting (its responsibilities) to the newer properly oriented root. I#ve uploaded this version for Tom to try out. Hopefully, it'll work well.
Tom has got back to me regarding my attempt to fix the rig. Sadly, it didn't work. Though, he now knows just what is causing the problem. Unreal is reading another joint as the root, instead of the root itself. To remedy this, I'm pretty sure that all I have to do is put the root joint higher up in the outliner. This should make Unreal recognise the root joint as what it's meant to be: the root.
Thankfully, it has worked, though there is still the matter of correcting the model's axes. The mesh is fine, but the rigs axes is off. I shall commence a very careful investigation of the entire rig to see what might be wrong. If I can't find the problem, I fear we may need to resort to the emergency backup model in Unreal.
Still, I can't find out what's wrong - I can't correct this problem. I've now been working on it all day, but am nowhere closer to an answer. I've checked every joint and every curve, and they all seem completely fine - they're doing what they are suppose to, and the orients are all good. Plainly, the axis shouldn't be off in engine, yet it somehow is. Even if I found out how to fix it at this point, I highly doubt I'd be able to get all the animations done for the character with a enough time left over for Tom to put import and correctly apply them. I'd also have to redo both the walk cycle and angry animations, which would take even more time than we have left.
14/05/2010
Got in contact with Tom last night, and explained the situation. We've abandoned the citizen, and I finally got round to the propaganda tank texture. Time is not abundant, so I had to forgo my usual toon-ish style and take rendered snapshots of the citizen and soldier models in certain poses, resembling old propaganda posters. I've also fixed the money bag texture to not look so much like a scribble.
15/05/2010
Today, I've been working on videos to show what was unused/unusable for the final version of the project. I will most likely get some footage together of models we did use, but, then again, we could always put them in as screen shots, as they'll be in engine to see anyway.
16/05/2010
Soldiers flicker in engine when camera gets too close. However, not much can be done about that at this point. I'm just happy to be giving the project in tomorrow.
Sunday, 2 May 2010
Update 4
For weeks, the dissertation was being worked on
After that, I was ill, and stuck at home for a little while.
13/04/2010
Began extracting Tom's collected propaganda posters from his moodboard.
Wondering if 2D or 3D would be best suited to portray characters and vehicles therein.
Will need to translate the writings, all of which appears to be in Russian, so I know where to start.
25/05/2010
Soldier rig getting done. Has been giving me trouble for over about 2 weeks now, but solution is finally in my grasp.
After that, I was ill, and stuck at home for a little while.
13/04/2010
Began extracting Tom's collected propaganda posters from his moodboard.
Wondering if 2D or 3D would be best suited to portray characters and vehicles therein.
Will need to translate the writings, all of which appears to be in Russian, so I know where to start.
25/05/2010
Soldier rig getting done. Has been giving me trouble for over about 2 weeks now, but solution is finally in my grasp.
Monday, 5 April 2010
Update 3
... Half way through Easter break.
Looking forward to rigging robo character and checking over new model of citizen (original rig should suffice, bar the odd tweak here and there). Haven't been up to anything much, as have been home with a broken graphics card, and the past few weeks have bee spend in and out of hospital. Of course, due to my broken graphics card, Maya is not working, and Photoshop runs extremely slow, bordering on unusable, so I can't do much with that.
Looking forward to rigging robo character and checking over new model of citizen (original rig should suffice, bar the odd tweak here and there). Haven't been up to anything much, as have been home with a broken graphics card, and the past few weeks have bee spend in and out of hospital. Of course, due to my broken graphics card, Maya is not working, and Photoshop runs extremely slow, bordering on unusable, so I can't do much with that.
Monday, 8 March 2010
update 2
The first citizen rig is coming together nicely, yet the citizen model itself is horrendous. Still, insista on modelling everything, but I think he's trying to do too much. I don't know why he doesn't let me help in that area - it's a bit ridiculous.
I've been ill for a while, though it's not affecting out project too much, as we're both working on our dissertations, and most likely will be until we finally hand them in on the 27th March. Other than the citizen rig coming together well, there's not much else to report.
I've been ill for a while, though it's not affecting out project too much, as we're both working on our dissertations, and most likely will be until we finally hand them in on the 27th March. Other than the citizen rig coming together well, there's not much else to report.
Sunday, 21 February 2010
Final Major Project
My original game concept has been a complete waste of time, and I have lost all faith in it.
Tom has agreed to my participation in his project.
Thankfully, his concept looks strong, and I'm happy to work on it.
Tom has agreed to my participation in his project.
Thankfully, his concept looks strong, and I'm happy to work on it.
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