Monday, August 1, 2022

Common Art Final Sprint

 For the final sprint, I battled a melting computer to test and retime the animation of the good ending. I was happy to be a part of a great team of artists who were the best part of this project. While I have soured on VR, the friends I made along the way were the best thing to come out of this project.









Wednesday, July 20, 2022

Summer Sprint #5

 This sprint I continued retiming and bug fixing the animations in Unreal. As the professors noticed I had a lot of trouble getting the game to a playable state on my machine but I finally figured out how to stop the issues I was having. Now I can make sure the Scientist is timed up correctly to the audio and robot.









Wednesday, July 6, 2022

Summer Sprint #4

 This sprint I finished up cleaning and editing the mocap animation for Victor. Next I have to retime it up so that it matches our dialogue in our game. I may have to add idles to allow for time to pass between lines.











Wednesday, June 22, 2022

Summer Sprint #3

 This sprint I worked on cleaning up Victor's mocap animations inside of Motion Builder. I also managed to set up Unreal Live Link with Motion Builder so I can preview what it will appear as in game in real time as I move the rig around inside of Motion Builder. 







Wednesday, June 8, 2022

Summer Sprint #2

 This Sprint I focused on the timing of the good ending lining up with the dialogue for our robot in engine. I was able to line it up pretty well once I fine tuned and tweaked the animation to match the speed of the dialogue.



Wednesday, May 25, 2022

Summer Sprint #1 Delivery

 This sprint I worked on finishing up the good ending animation. It is a 1600 frame animation with multiple different poses and supporting movements. It was tied to our dialogue we have recorded and changed into a stomp to get out of the lab rather than a pick up a grate motion. 




Wednesday, April 6, 2022

Sprint #6 Delivery

 This sprint I worked on the timing and animation for the Robot's Good Ending in our VR Cyberstein experience. I uploaded multiple audio files into Maya and animated around the sound clips that our game utilizes. 





Wednesday, March 16, 2022

Guitar Smash Animation

 Here is a 4th pass of my exaggeration animation I have so far. I referenced Pete Townsend of The Who for the windmill and eventual guitar smash. 



Sprint #5 Cyberstein Delivery

 This Sprint is my first on the Cyberstein team since my previous Tangled team's project was cut. I have worked on being integrated into the team and understanding the scope of the project now that there are two animators including myself on the team. My first task is to cleanup the motion capture animations on the scientist and I started on that by giving him a control rig and will be cleaning up the graph editor for the animations. 

https://forums.unrealengine.com/t/fieavr-cyberstein/505137




Monday, February 28, 2022

Sprint #4 Delivery, Asset/Feature Complete

 This sprint, I worked alongside the other animators and tech artists to compile, bugfix, and fill out the animation blueprint and state machine. I also helped pose a few more still frame poses to fill out the state machine animation changes that we will have in the final game.







Wednesday, February 16, 2022

Sprint #3 Sound and VFX

This sprint I found and edited sounds that will be utilized and played when the player interacts with Pascal. I also assisted in creating the state machine that has the sounds attached to the animations and helped diagram out the larger state machine we will need once the boat starts moving after the introduction sequence.




Wednesday, February 2, 2022

Delivery 2 Beginning, Middle, and End

 This week I created poses of Pascal that will be examples of what our final model and rig will show during our VR experience. I also made an animation that displays how when the player interacts with Pascal, he will jump from the dock to the side of the boat, and then land on the cushion in front of the player. Our project now has the elements of the beginning, middle, and end. The beginning is the dock area with Pascal waving, the middle is the player being instructed by Pascal to row towards the center of the lake, and the end is the player and Pascal observing the lantern festival until the scene fades to black.










Monday, January 31, 2022

Quadruped Walk Pass 03

 This week I figured out a lot of the timing basics I was missing in my older iterations of my quadruped walk cycle. Next I need  to work on the tail swing and giving him a more impactful fidget than just a blink.