Monday, July 29, 2024
Thursday, July 18, 2024
Sprint 5 Check In
Animation with VFX and Cloth Simulation
Rock Breaking Houdini Simulation
Node System
Monday, July 1, 2024
Sprint 4 Delivery
Animation With VFX
Water Rig
Water Rig in use
Airball Shader update
Air trail vfx
Sequencer Script
This Sprint I focused on getting a working rig for the water and failing. We pivoted away from simulated physics as it wouldn't get us the feel we'd want in our VFX so I am instead working on getting a game ready rig for our animator to use and put in engine. The issue is it being game ready cause right now we have all kinds of import issues lol. But I will continue to work at it and get something nice to show off next sprint. I did begin working on the airball vfx with dust particles and an updated shader. On top of this I also worked on getting the VFX timing down with Nate's animation to get a feel for the entire sequence going.
Wednesday, June 19, 2024
Sprint 3 Delivery
Sprint 3 Delivery
Finalized Fire VFX
Niagara System
Water Shader Updated
Water Color
Water Ripples
Water Displacement
Dynamic Movement
Trail Control Set Up
This Sprint I put an emphasis on finalizing the fire vfx we will be using for our cinematic. This took me not nearly as long as I though it would so I then got right to work on the water vfx. I want to try and make a mesh that has a water shader attached to it that dynamically moves based off a joint system so we have a lot of control over what we want from the waterbending sequence. I got to work on making a trail controller for a test Skeletal Mesh of the water mesh and will continue to iterate on it.
Wednesday, June 5, 2024
Sprint 2 Delivery
Proxy VFX/Shaders
Fire Fountan VFX
Airball Shader
Wednesday, May 22, 2024
Common Art Sprint 1 Delivery
Aang Proxy Body Rig
Animation Export Tool
Fire Kick VFX Proxy
For this Sprint a lot of time went into establishing our pipeline and plans for our final scene. For this project we plan to animate an adult Aang bending all 4 elements in a minimalistic form. After our character artist, Tristan Spear, provided me the bod proxy for Aang I set up a fully weight painted rig with IK/FK switch funtionality for the legs, arms, and spine. I also prototyped and scripted an animation export tool, in which with a click of a button the skeletal mesh gets baked with the animation created and exported to a set file director with a name based off the maya file's name. On top of getting VFX reference boards for what we plan to create I also got a proxy of a vire VFX and tested it's ability to follow a character's animation at high speeds.
Monday, February 5, 2024
Subscribe to:
Posts (Atom)