Monday, 28 May 2012

Update on the fight scene

Here's it mostly blocked. Many thanks to Ruth Beresford for the awesome environment to animate in :)

And yeah, I know the lightings bad, I rushed a quick render to put up, it will look much better when I decide its as finished as its getting.


Mucking about

So I've been messing around in Max animating. I've just uploaded one shot here, a I'm not finished the block yet, and I've not rendered the shots together. Hopefully you get the idea though. Silly over the top figthing :) No plans on length or how polished it ends up because I'm mostly just playing around with it.


Wednesday, 23 May 2012

All done

Well, that was quite a year. Lots of stuff done and learned. The end results were mixed, I have to say, but I think I've gained a lot of valuable knowledge and insight. I now need lots of animation practise over summer :)

Here's my showreel anyway.

Monday, 14 May 2012

Week 11: FMX!

I didn't do much this week admittedly, seeing as I've been away in Germany at FMX. The conference was awesome, with some great speakers and talks. Highlights for me were the Blue Sky animation talk, and Dr. Stuart Sumida's talk on animating reptiles. We also came away with a plan to use Unity for next year's project.

Busy week ahead then, as I have a lot of catching up to do.

Saturday, 5 May 2012

Week 10: Animating like crazy

Very short on time now. Especially as I'm going to the FMX conference next week, which should be great, but leaves me with little time to work. I need to get some really solid animation time in. I've been making good headway in my animations, with the walks all getting there and most of the mime pieces coming on their way.

I'm very wary of the fact that I still have to do the AnimTree, and get it running, for the ogre. This is possibly one of the more complex problems I'll have to face, seeing as its a complicated bit of UDK work, so I'm unsure how long it will take.

But overall, I think I should hit the deadline ok, maybe with some hit to the amount of work I can hand in due to the FMX trip. Here's one of the anims I'm working on now:

Friday, 27 April 2012

Week 9: In the Game

Between bits of animation refinement, I've been in a scripting and UDK frenzy this week trying to get it working in the engine. It is all in and running now, and we're starting to get bits like placeholder weapons, but unfortunately there's some aspects that I just haven't been able to make work.

The team script I can't seem to get to work, largely due to my scripting inexperience. This means the Ogres and humans intermix on the teams, rather than forming distinct teams. Whilst this is a shame, I don't want to be too bogged down in scripting, so its something we'll have to leave for now. 

But the game is running, and we've got our characters running around in here fighting and shooting and generally working, which is very satisfying to see.


Sunday, 22 April 2012

Easter Update!

Over easter the amount of work I've been able to get done has been somewhat lessened, working from home is a little more difficult to do with consistency. Mainly, I've been working into my animations, and setting up UDK stuff. All the characters are now in, and they're working in game, with PhysAssets and the necessary scripts to run them.

I've still got a considerable bit of script left to do, and seeing how long its taken me, I've decided I definitely need to re-think my marking scheme. I've done three weeks work on rigging, and will have on UDK by the end of the project,  as the complications on each have held me back a lot, time wise (though I can't complain as its taught me a great deal of useful information).

With regards to animation, it is coming along, a little slower than I'd like, and not nearly as high quality as I'd like, but I'm hoping as I animate more continuously I'll get my eye in a little more. There's a lot of little incremental changes and bits so I wont post all the videos, I'll just leave a quick screengrab of what I'm working on at the moment; the taunt animation.