Wednesday, May 25, 2022

May 25 VR Update


 More 2nd passes on Bulbasaur and a brand new fainting animation for Charmander all in the state machine!

Wednesday, April 20, 2022

4/21/22 VR Update

 As mentioned in the video, the state machines are in a working state, all that's left is for the character BP to catch up and to implement some boolean triggers!  Other than that, Squirtle's got most of its animations in a proxy state which allows for ease of application.




Wednesday, April 6, 2022

4/7/2022 VR Update

 More animations done for the pokemon project, I focused mostly on Bulbasaur now that its skin weights have been adjusted.


Wednesday, March 16, 2022

3/16/2022 VR Update

 After the Tangled VR project was cut, this week has been mostly getting organized and distributing animation clips among the animators.  This week I worked on several clips for the pokemons' basic animations that will be cycled through as they move around the environment.

We also signed up and posted to the Epic Games forums, and will be continuing to post as a way to garner attention for this experience!

https://forums.unrealengine.com/t/fieavr-pokemon/505195/11?u=izrafan



Monday, February 28, 2022

2/28/2022 VR Update

 This week I built the state machine for the Pascal pawn so that the player can now interface with the character and see visible feedback.




Wednesday, February 16, 2022

VR Update

This week, I worked on compiling sound effects for our primary Pawn actor, Pascal.  Afterwards, I mapped out the state machine based on what we wanted the character to do and set to work implementing boolean variables and trigger boxes to make the first series of states work.  It's been going with mixed success as we've had to build the pawn blueprint alongside the state machine but it's going well.





 

Wednesday, February 2, 2022

Quadruped Cheetah Run Cycle Pass 4

 

Second to last pass for class, I added a fidget to the run cycle this time. There were some copy errors from trying to loop it, so expect a fix in the final pass!


VR Experience Sprint 2 Progress Report

This sprint, I compiled a rudimentary pose list out of our current animation master list, splitting it into groups for each animator to work on posing.  After that, I uploaded my clips as animation sequences and built a blueprint that utilizes a state machine to cycle through each pose on a loop.

We felt this would be helpful for visualization and as an improved placeholder over having tons of pascals all over the level.




 

Tuesday, January 25, 2022

VR Progress Report

Better late than never on this post!  Without a rigged pascal, the animators have been using a rig with a vaguely reptilian quadruped mesh to practice out animation.  Through reference, I discovered Pascal runs like a cat quite often and attempted to emulate that.


 

Tuesday, January 11, 2022

Quadruped Rotary Run Cycle FIRST PASS

New Semester New Projects!  First Pass of several, I'm intending to push this to be reel-worthy with a walk and idle animation to go with it.

Thursday, December 2, 2021

Week 15 VR Progress Report

 This week I took our proxy rig from the previous week and performed ROM and a test point animation, bringing it from maya to engine, as well as worked alongside my co-animator to set up placeholder proxies for our future planned animation clips.






Friday, November 19, 2021

Art Style Guide Week 13

 This week I worked on rigging our proxy model for the interactor in our game.  I also did some design work on the presentation slides!





July 20, 2022 VR Update