tag:blogger.com,1999:blog-8429547816937754372024-02-18T21:12:29.963-08:00Dissonance (G.Suen FMP)Gemma Suen's final year Major Project blog in (BA) Games Design at Swansea Metropolitan UniversityAnonymoushttp://www.blogger.com/profile/10515592019780560668noreply@blogger.comBlogger82125tag:blogger.com,1999:blog-842954781693775437.post-21356835159056497862012-06-15T06:57:00.000-07:002012-07-03T12:20:31.146-07:00Cooking the Game<div dir="ltr" style="text-align: left;" trbidi="on">
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I heard that this would be a bit of a pain, but with the help of some videos, it went rather smoothly.</div>
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There were the straightforward tutorials, about cooking your game into an exe but they never really mentioned what to change in the scripts, so I thought I'd post this here for future reference. I am using the September 2011 version of UDK, which is no longer available for download, but these are some extra precautions you can take to make sure that Unreal Frontend takes all your packages and game type.<br />
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<iframe allowfullscreen="" frameborder="0" height="360" src="http://www.youtube.com/embed/SyUmxIGPY8Q" width="640"></iframe><br />
<iframe allowfullscreen="" frameborder="0" height="360" src="http://www.youtube.com/embed/9XCTYcEotOM" width="640"></iframe></div>Anonymoushttp://www.blogger.com/profile/10515592019780560668noreply@blogger.com0tag:blogger.com,1999:blog-842954781693775437.post-7349152088529771492012-05-28T19:18:00.001-07:002012-05-29T04:12:46.352-07:00Cecilia Final Render<div dir="ltr" style="text-align: left;" trbidi="on">
Knowing that it's over, I still wanted to improve her texture, and here it is.<br />
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And here's her naked body, bahaha:<br />
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<br /></div>Anonymoushttp://www.blogger.com/profile/10515592019780560668noreply@blogger.com0tag:blogger.com,1999:blog-842954781693775437.post-58104295168872917962012-05-24T05:01:00.001-07:002012-05-24T05:06:28.435-07:00Trailer & Final level for Viva<div dir="ltr" style="text-align: left;" trbidi="on">
I've been up to my eyeballs with work and yesterday I did my final Viva. The year is over. Woopee!<br />
The updates are rather bad this month. I think it is really due to the fact there's nothing impressive to show anymore. However here is a trailer for the game along with screenshots of the level.<br />
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<a href="https://blogger.googleusercontent.com/img/b/R29vZ2xl/AVvXsEgxgSANzwTV5L4NSQ08_Ld-1IaHyHF1zUCiRV66HQxikpsjXtdpunpX3_GNj4Ea-LUXLeBXXFtYk1T2FjMD6VtEcHH6EJqVm_Dhtar5q0eeCeXYoGGIvdCXjitAan6Cx4Zt1I0GcVRW9jg/s1600/levelplan.jpg" imageanchor="1" style="margin-left: 1em; margin-right: 1em;"><img border="0" height="400" src="https://blogger.googleusercontent.com/img/b/R29vZ2xl/AVvXsEgxgSANzwTV5L4NSQ08_Ld-1IaHyHF1zUCiRV66HQxikpsjXtdpunpX3_GNj4Ea-LUXLeBXXFtYk1T2FjMD6VtEcHH6EJqVm_Dhtar5q0eeCeXYoGGIvdCXjitAan6Cx4Zt1I0GcVRW9jg/s400/levelplan.jpg" width="395" /></a></div>
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<table align="center" cellpadding="0" cellspacing="0" class="tr-caption-container" style="margin-left: auto; margin-right: auto; text-align: center;"><tbody>
<tr><td style="text-align: center;"><a href="https://blogger.googleusercontent.com/img/b/R29vZ2xl/AVvXsEiHeRQRb78vVWREUwOLaQSoEA4NHeBEXhvEU_-ZmctvDcdy1OznoPvN6RAOXkO0ACJZ2ycU1ce028ZzlmzsYnDgq-ZKPPchmtjxQ87p1g6liPCLRGuirbAK8LNpOIo-XCiNKMqAoJ4ByI8/s1600/screenshot3.jpg" imageanchor="1" style="margin-left: auto; margin-right: auto;"><img border="0" height="255" src="https://blogger.googleusercontent.com/img/b/R29vZ2xl/AVvXsEiHeRQRb78vVWREUwOLaQSoEA4NHeBEXhvEU_-ZmctvDcdy1OznoPvN6RAOXkO0ACJZ2ycU1ce028ZzlmzsYnDgq-ZKPPchmtjxQ87p1g6liPCLRGuirbAK8LNpOIo-XCiNKMqAoJ4ByI8/s400/screenshot3.jpg" width="400" /></a></td></tr>
<tr><td class="tr-caption" style="text-align: center;">Outdoor area (newly constructed)</td></tr>
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<tr><td style="text-align: center;"><a href="https://blogger.googleusercontent.com/img/b/R29vZ2xl/AVvXsEiLIf2xTjMrGpB8Snz1L31ESmsbFbWLm_uid_ApswWLZnQMSbEpG1aa5nfCSdRCtMyZbxyg_2QlS16ii3nMzWdKEh9yDuB6huBxPGEoJqJY37Fv8IvQEj0QeiPotjrCO1qYlI39V1jWpP8/s1600/Picture2.png" imageanchor="1" style="margin-left: auto; margin-right: auto;"><img border="0" height="246" src="https://blogger.googleusercontent.com/img/b/R29vZ2xl/AVvXsEiLIf2xTjMrGpB8Snz1L31ESmsbFbWLm_uid_ApswWLZnQMSbEpG1aa5nfCSdRCtMyZbxyg_2QlS16ii3nMzWdKEh9yDuB6huBxPGEoJqJY37Fv8IvQEj0QeiPotjrCO1qYlI39V1jWpP8/s400/Picture2.png" width="400" /></a></td></tr>
<tr><td class="tr-caption" style="text-align: center;">Bedroom</td></tr>
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<tr><td style="text-align: center;"><a href="https://blogger.googleusercontent.com/img/b/R29vZ2xl/AVvXsEh23WNz9LVKg2OZyOZa7qU0V1l3F5EKI5OOsGmdL8Ef3NlZ_01BbYPla1UVHkHI2BGrmBxJyzBf-NweXFEPxTFh1WxjiIl1QfY7jMq-eVIt1VluDjsULQOvMh6sDCH6PabdFJN0a7LJN_c/s1600/screenshot1.jpg" imageanchor="1" style="margin-left: auto; margin-right: auto;"><img border="0" height="278" src="https://blogger.googleusercontent.com/img/b/R29vZ2xl/AVvXsEh23WNz9LVKg2OZyOZa7qU0V1l3F5EKI5OOsGmdL8Ef3NlZ_01BbYPla1UVHkHI2BGrmBxJyzBf-NweXFEPxTFh1WxjiIl1QfY7jMq-eVIt1VluDjsULQOvMh6sDCH6PabdFJN0a7LJN_c/s400/screenshot1.jpg" width="400" /></a></td></tr>
<tr><td class="tr-caption" style="text-align: center;">Hallway, with new particles going on!</td></tr>
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<tr><td style="text-align: center;"><a href="https://blogger.googleusercontent.com/img/b/R29vZ2xl/AVvXsEiGLvg2UuWBD7psK0Xp4cTs22h1BsJhpd-FrtMiTHH3bhjkmu1vij_ViCgO6I4U3Es2cYUVVOxHTOXCE9tjyf1YB8qydUiIQ7uJKeEck0FqY7ScQYEeSQe22vm4AiA8qrPfFe8MWDZ89Hc/s1600/screenshot4.jpg" imageanchor="1" style="margin-left: auto; margin-right: auto;"><img border="0" height="255" src="https://blogger.googleusercontent.com/img/b/R29vZ2xl/AVvXsEiGLvg2UuWBD7psK0Xp4cTs22h1BsJhpd-FrtMiTHH3bhjkmu1vij_ViCgO6I4U3Es2cYUVVOxHTOXCE9tjyf1YB8qydUiIQ7uJKeEck0FqY7ScQYEeSQe22vm4AiA8qrPfFe8MWDZ89Hc/s400/screenshot4.jpg" width="400" /></a></td></tr>
<tr><td class="tr-caption" style="text-align: center;">Gate with more locks!</td></tr>
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<tr><td style="text-align: center;"><a href="https://blogger.googleusercontent.com/img/b/R29vZ2xl/AVvXsEgwKUoD1KgtrCpRwi2S0XJOASvr_pPlH0oNu1ZAzNVRAapce8U8mv8Tl8QMxZZ2RoCr-tMXgRAwc_u3GF3mlEQc6aOym7RJ-Rx52QsaQWPfOGAn4fEF4K9IiiJKCP9ix1XyAnk_TNKPZ7g/s1600/Picture1.png" imageanchor="1" style="margin-left: auto; margin-right: auto;"><img border="0" height="317" src="https://blogger.googleusercontent.com/img/b/R29vZ2xl/AVvXsEgwKUoD1KgtrCpRwi2S0XJOASvr_pPlH0oNu1ZAzNVRAapce8U8mv8Tl8QMxZZ2RoCr-tMXgRAwc_u3GF3mlEQc6aOym7RJ-Rx52QsaQWPfOGAn4fEF4K9IiiJKCP9ix1XyAnk_TNKPZ7g/s400/Picture1.png" width="400" /></a></td></tr>
<tr><td class="tr-caption" style="text-align: center;">One of two grey keys to open the lock above</td></tr>
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<tr><td style="text-align: center;"><img border="0" height="342" src="https://blogger.googleusercontent.com/img/b/R29vZ2xl/AVvXsEhPDMEH60f1FDiqSaRV9SxhWe6XBAYQqaVfc2QEqGx8NjDRx9qvQtkPSMSLn9_kdPfq_ojOgYQB-h5jqfz2Gw0YsSUXFcczwV-TdNCV0vWYG98bn3MRTet4sFo33FSx76nZwz-RYuSYAQg/s400/screenshot5.jpg" style="margin-left: auto; margin-right: auto;" width="400" /></td></tr>
<tr><td class="tr-caption" style="text-align: center;">The final key to open the above</td></tr>
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<tr><td style="text-align: center;"><a href="https://blogger.googleusercontent.com/img/b/R29vZ2xl/AVvXsEgVNWHk5aWcocj1YkoA90azvKqK4rAbnf7cbJ71HIYqAIP1Piv4IU1LSpHlyEJ7hF1Ixqm_93Zy5jefIHFUfGLLm0SgaRny67OW87doZ6ZQdbfBbxjiylTpB9liRFDWVx2YnYW2_0A_MdU/s1600/key-idea.gif" imageanchor="1" style="margin-left: auto; margin-right: auto;"><img border="0" src="https://blogger.googleusercontent.com/img/b/R29vZ2xl/AVvXsEgVNWHk5aWcocj1YkoA90azvKqK4rAbnf7cbJ71HIYqAIP1Piv4IU1LSpHlyEJ7hF1Ixqm_93Zy5jefIHFUfGLLm0SgaRny67OW87doZ6ZQdbfBbxjiylTpB9liRFDWVx2YnYW2_0A_MdU/s1600/key-idea.gif" /></a></td></tr>
<tr><td class="tr-caption" style="text-align: center;">A key idea that never got made :(</td></tr>
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</div>Anonymoushttp://www.blogger.com/profile/10515592019780560668noreply@blogger.com0tag:blogger.com,1999:blog-842954781693775437.post-33352797920830990312012-05-17T18:55:00.002-07:002012-05-17T18:55:48.250-07:00Tower & Bridge Wip 02<div dir="ltr" style="text-align: left;" trbidi="on">
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<a href="https://blogger.googleusercontent.com/img/b/R29vZ2xl/AVvXsEhkgEe1Gh8i1Ov1-Z6GGcR_otgvBYKG7HyVITOuVZamm2E6ObKPZ9TMpCpQrC_JfrAk9wHQOLsc51Jb3dk8WMnMi1Zm-WMEDcKpzM6ZGB8ewC0rKvV9gWfaLg32uIb6TMc_n0MbVe04fPo/s1600/towerbridgewip1.jpg" imageanchor="1" style="margin-left: 1em; margin-right: 1em;"><img border="0" height="292" src="https://blogger.googleusercontent.com/img/b/R29vZ2xl/AVvXsEhkgEe1Gh8i1Ov1-Z6GGcR_otgvBYKG7HyVITOuVZamm2E6ObKPZ9TMpCpQrC_JfrAk9wHQOLsc51Jb3dk8WMnMi1Zm-WMEDcKpzM6ZGB8ewC0rKvV9gWfaLg32uIb6TMc_n0MbVe04fPo/s400/towerbridgewip1.jpg" width="400" /></a></div>
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<a href="https://blogger.googleusercontent.com/img/b/R29vZ2xl/AVvXsEgIbCgzDqe2hzgi7cbvYD9nlxdYhjf-K78ZAML0OxyEMBIsyBOm1Lzq16v2t9eag8yJSRSLDT-lI01PqkEjcyEsYTqENDIVXRs3Bnh1fmwItRaYY_U8g0JprR6zV5qA4ev40nstafLzcZk/s1600/towerbridgewip2.jpg" imageanchor="1" style="clear: left; float: left; margin-bottom: 1em; margin-right: 1em;"><img border="0" height="347" src="https://blogger.googleusercontent.com/img/b/R29vZ2xl/AVvXsEgIbCgzDqe2hzgi7cbvYD9nlxdYhjf-K78ZAML0OxyEMBIsyBOm1Lzq16v2t9eag8yJSRSLDT-lI01PqkEjcyEsYTqENDIVXRs3Bnh1fmwItRaYY_U8g0JprR6zV5qA4ev40nstafLzcZk/s640/towerbridgewip2.jpg" width="640" /></a></div>
<br /></div>Anonymoushttp://www.blogger.com/profile/10515592019780560668noreply@blogger.com0tag:blogger.com,1999:blog-842954781693775437.post-30256212338245019912012-05-08T19:07:00.000-07:002012-05-08T19:07:02.192-07:00Tower & Bridge WIP01<div dir="ltr" style="text-align: left;" trbidi="on">
Started modelling the tower and bridges, I realised there's a lot of work to do for the roofs too. I'm hoping to create something to repeat so I can quickly construct these. Planks and metal bars are a great idea!<br />
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<a href="http://1.bp.blogspot.com/-xWciEr3QqiA/T6nRLW20bcI/AAAAAAAABXc/0VkfFIkyuIU/s1600/towerbridgewip.jpg" imageanchor="1" style="clear: left; float: left; margin-bottom: 1em; margin-right: 1em;"><img border="0" height="374" src="http://1.bp.blogspot.com/-xWciEr3QqiA/T6nRLW20bcI/AAAAAAAABXc/0VkfFIkyuIU/s640/towerbridgewip.jpg" width="640" /></a></div>
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<br /></div>Anonymoushttp://www.blogger.com/profile/10515592019780560668noreply@blogger.com0tag:blogger.com,1999:blog-842954781693775437.post-49036901248780180492012-05-08T17:34:00.001-07:002012-05-12T23:57:52.475-07:00Vase x2<div dir="ltr" style="text-align: left;" trbidi="on">
These Vases were rendered using a software called <a href="http://www.8monkeylabs.com/toolbag" target="_blank">Marmoset</a>, it's super awesome for rendering game props, I must recommend anyone needing this stuff for portfolio to use it!! <br />
I think I may have a second texture for this pair, just ot mix it up a bit.<br />
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<a href="https://blogger.googleusercontent.com/img/b/R29vZ2xl/AVvXsEgHeUtcYSQLP7FbpBYEYcfWjD8G0Qqzhmr6dqhrTWCeWvRhub0xh3BqqthpsPGRF9cYQMlOCK_yhDevddsvV2TuGSNunUDVntT2JoNRgMLbWk_9y7GJ-hI2hk7PhE__DPXy9jq4hzM6AQ4/s1600/vases+render+vs2.jpg" imageanchor="1" style="clear: left; float: left; margin-bottom: 1em; margin-right: 1em;"><img border="0" height="372" src="https://blogger.googleusercontent.com/img/b/R29vZ2xl/AVvXsEgHeUtcYSQLP7FbpBYEYcfWjD8G0Qqzhmr6dqhrTWCeWvRhub0xh3BqqthpsPGRF9cYQMlOCK_yhDevddsvV2TuGSNunUDVntT2JoNRgMLbWk_9y7GJ-hI2hk7PhE__DPXy9jq4hzM6AQ4/s640/vases+render+vs2.jpg" width="640" /></a></div>
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</div>Anonymoushttp://www.blogger.com/profile/10515592019780560668noreply@blogger.com0tag:blogger.com,1999:blog-842954781693775437.post-444252368952373952012-05-07T13:45:00.003-07:002012-05-07T13:45:25.724-07:00Improved Outdoor Lamp<div dir="ltr" style="text-align: left;" trbidi="on">
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<a href="https://blogger.googleusercontent.com/img/b/R29vZ2xl/AVvXsEiRRW4JLT8wrXgpM1coj57NNi1TmJ9AILxbGFcNx-jDYFhelUDs91y31dqz7hyphenhyphen3Ze4fjse2QGw_zY_ZeNFYQHHqb04Ijws9gg_ljSFA80SbLfv3mDKOn_UE-BtUwzyj62I3wgHP-Zzv8IE/s1600/outdoorlamp.jpg" imageanchor="1" style="clear: left; float: left; margin-bottom: 1em; margin-right: 1em;"><img border="0" height="434" src="https://blogger.googleusercontent.com/img/b/R29vZ2xl/AVvXsEiRRW4JLT8wrXgpM1coj57NNi1TmJ9AILxbGFcNx-jDYFhelUDs91y31dqz7hyphenhyphen3Ze4fjse2QGw_zY_ZeNFYQHHqb04Ijws9gg_ljSFA80SbLfv3mDKOn_UE-BtUwzyj62I3wgHP-Zzv8IE/s640/outdoorlamp.jpg" width="640" /></a></div>
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<br /></div>Anonymoushttp://www.blogger.com/profile/10515592019780560668noreply@blogger.com0tag:blogger.com,1999:blog-842954781693775437.post-82803907409730002312012-05-06T20:26:00.001-07:002012-05-06T20:26:33.797-07:00Emerald Round table<div dir="ltr" style="text-align: left;" trbidi="on">
Took a day to model/texture this. It's odd that Maya's transparency map is the inverse of what you would use in UDK's material editor. Another annoyance I'm trying to overcome is rendering the normals with the diffuse in Maya, at least you can see how it looks in the UDK screenshots.<br />
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<a href="https://blogger.googleusercontent.com/img/b/R29vZ2xl/AVvXsEhCQOsQ_1T_jfoXx0kffLY3yZp9qhtgDI0hkImgbrGVDaBaJ3TMmeP6PtO5SEZZMc2A7eXbdF1u30gFeTBdN8yOlN2dRJBCE3jfouNSxqTuvT43llngImvzMqv2tHEkuxVCV4YGYAofKAc/s1600/emeraldroundtable.jpg" imageanchor="1" style="clear: left; float: left; margin-bottom: 1em; margin-right: 1em;"><img border="0" height="217" src="https://blogger.googleusercontent.com/img/b/R29vZ2xl/AVvXsEhCQOsQ_1T_jfoXx0kffLY3yZp9qhtgDI0hkImgbrGVDaBaJ3TMmeP6PtO5SEZZMc2A7eXbdF1u30gFeTBdN8yOlN2dRJBCE3jfouNSxqTuvT43llngImvzMqv2tHEkuxVCV4YGYAofKAc/s640/emeraldroundtable.jpg" width="640" /></a></div>
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There is a random hard edge problem I get when I import from Maya to UDK, and it always happens, even though I tick the option 'Smoothing Groups' in the FBX exporter, and tick 'Import Tangents' when importing it to UDK. <br /><div class="separator" style="clear: both; text-align: center;">
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<a href="https://blogger.googleusercontent.com/img/b/R29vZ2xl/AVvXsEiNtMWhKndSxRg7JHiUKcUdKwpi9q2HyImwXgXIVH8-vNgBVH4aWThNz3oMfXbhYaCkNtT95v7DHdVsVAOkPMV52epEj6nqxF2vV6R5UMR2zJkLwAqX9HcfDsAI7AlNL7D5w1WSeLKGbas/s1600/import_tangents.jpg" imageanchor="1" style="margin-left: 1em; margin-right: 1em;"><img border="0" height="320" src="https://blogger.googleusercontent.com/img/b/R29vZ2xl/AVvXsEiNtMWhKndSxRg7JHiUKcUdKwpi9q2HyImwXgXIVH8-vNgBVH4aWThNz3oMfXbhYaCkNtT95v7DHdVsVAOkPMV52epEj6nqxF2vV6R5UMR2zJkLwAqX9HcfDsAI7AlNL7D5w1WSeLKGbas/s320/import_tangents.jpg" width="320" /> </a></div>
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Problem solved when you don't use the 'Triangulate' option in the FBX exporter- it's weird, but I guess the only way to avoid random hard edges is to triangulate your model before exporting. </div>
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<a href="https://blogger.googleusercontent.com/img/b/R29vZ2xl/AVvXsEicuuXxKBg9QduS549hNorKGXNbdRpx-2hucITMkBimxC8xlY7aRKgLKfpUwF4iWRtpvyaU2qfsFaaCoFesRalxCeA6JU7NIyRO0ec79qiZ3tjeiBZIGJ-DTkOfT37cnjJt5dTw58955Zc/s1600/randomHardEdges_problem.jpg" imageanchor="1" style="clear: left; float: left; margin-bottom: 1em; margin-right: 1em;"><img border="0" height="346" src="https://blogger.googleusercontent.com/img/b/R29vZ2xl/AVvXsEicuuXxKBg9QduS549hNorKGXNbdRpx-2hucITMkBimxC8xlY7aRKgLKfpUwF4iWRtpvyaU2qfsFaaCoFesRalxCeA6JU7NIyRO0ec79qiZ3tjeiBZIGJ-DTkOfT37cnjJt5dTw58955Zc/s640/randomHardEdges_problem.jpg" width="640" /></a></div>
<br /></div>Anonymoushttp://www.blogger.com/profile/10515592019780560668noreply@blogger.com0tag:blogger.com,1999:blog-842954781693775437.post-66463929482477986202012-05-04T05:57:00.001-07:002012-05-04T05:57:08.466-07:00Wall Liners and Improvements on Cecilia<div dir="ltr" style="text-align: left;" trbidi="on">
Improvements on Cecilia's texture, her hair, face and dress and corrected normals (less clean cut egdes etc). Now the Hallway also has added wall Liner/structure to make it appear less square.<br />
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<a href="https://blogger.googleusercontent.com/img/b/R29vZ2xl/AVvXsEggJfhRjf1sihyTziEmqI124NWy2CPqG_3YB5GRLMaGBNwmzXc6jlSWIuQYJ5JClHcrS1I_WhW6XX4N9ONxbp_wrCs-otGtem0Ky9suzvx5DkUIP6rkgeBrnZze4nzfi-aWZU_7sYa7PFo/s1600/wallLinerwip.jpg" imageanchor="1" style="margin-left: 1em; margin-right: 1em;"><img border="0" height="178" src="https://blogger.googleusercontent.com/img/b/R29vZ2xl/AVvXsEggJfhRjf1sihyTziEmqI124NWy2CPqG_3YB5GRLMaGBNwmzXc6jlSWIuQYJ5JClHcrS1I_WhW6XX4N9ONxbp_wrCs-otGtem0Ky9suzvx5DkUIP6rkgeBrnZze4nzfi-aWZU_7sYa7PFo/s320/wallLinerwip.jpg" width="320" /></a></div>
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<a href="https://blogger.googleusercontent.com/img/b/R29vZ2xl/AVvXsEhf6gA7N9kWadMPLGD9tCQF5X7MTE4NTOqZyuQ8V534BkNu4qjGNeGjjejcWHwGFyI03CJol81eV6tGt6NyDWpX6ZGwuJBcgJOE0SyibUHiphYAKoTKhfCBuBSnwuifoQ_5EeW5FC7VdEA/s1600/wallLinerwip1.jpg" imageanchor="1" style="margin-left: 1em; margin-right: 1em;"><img border="0" height="223" src="https://blogger.googleusercontent.com/img/b/R29vZ2xl/AVvXsEhf6gA7N9kWadMPLGD9tCQF5X7MTE4NTOqZyuQ8V534BkNu4qjGNeGjjejcWHwGFyI03CJol81eV6tGt6NyDWpX6ZGwuJBcgJOE0SyibUHiphYAKoTKhfCBuBSnwuifoQ_5EeW5FC7VdEA/s320/wallLinerwip1.jpg" width="320" /></a></div>
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<br /></div>Anonymoushttp://www.blogger.com/profile/10515592019780560668noreply@blogger.com0tag:blogger.com,1999:blog-842954781693775437.post-46358408106812097762012-05-01T00:36:00.003-07:002012-05-07T14:01:06.092-07:00Maze outer area<div dir="ltr" style="text-align: left;" trbidi="on">
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<a href="https://blogger.googleusercontent.com/img/b/R29vZ2xl/AVvXsEi46NmnO3YCglkIEiHOHNTFB7obKipIoeuCdTJpneYkmQ9CwjJq4MgqMw4oBw0-oKRgLmEnrAD2_7O1Y21RYXCLMlXwIpNFFV1UFIi_x_Rd1m63bNT7kaP_m4Gd7jqo3yqy9Ko8Wb8ldnQ/s1600/MazeLevel01_Concept.jpg" imageanchor="1" style="clear: left; float: left; margin-bottom: 1em; margin-right: 1em;"><img border="0" height="472" src="https://blogger.googleusercontent.com/img/b/R29vZ2xl/AVvXsEi46NmnO3YCglkIEiHOHNTFB7obKipIoeuCdTJpneYkmQ9CwjJq4MgqMw4oBw0-oKRgLmEnrAD2_7O1Y21RYXCLMlXwIpNFFV1UFIi_x_Rd1m63bNT7kaP_m4Gd7jqo3yqy9Ko8Wb8ldnQ/s640/MazeLevel01_Concept.jpg" width="640" /></a></div>
<br /></div>Anonymoushttp://www.blogger.com/profile/10515592019780560668noreply@blogger.com0tag:blogger.com,1999:blog-842954781693775437.post-6251440027577928192012-04-27T05:48:00.004-07:002012-04-28T08:03:27.135-07:00Aesthetics List<div dir="ltr" style="text-align: left;" trbidi="on">
List of assets to create and think about:<br />
<br />
<ul style="text-align: left;">
<li>Keys</li>
<li>Themed rooms</li>
<li>Bridges</li>
<li>Staircases</li>
<li>Building structures</li>
<li>Dolls</li>
<li>Room with smoke and fire particle effects</li>
<li>Vases with dead flowers</li>
<li>Pillars/wall beams</li>
<li>More wall/floor textures</li>
<li>More lighting/Lamps </li>
<li>Mirrors</li>
<li>Cages</li>
<li>Chains</li>
<li>Light switch </li>
</ul>
Improvement to:<br />
<ul style="text-align: left;">
<li>Cecilia's texture, possibly sculpt</li>
<li>In-game sounds</li>
<li>Blood spatter</li>
<li>Elaborate on some items</li>
</ul>
</div>Anonymoushttp://www.blogger.com/profile/10515592019780560668noreply@blogger.com0tag:blogger.com,1999:blog-842954781693775437.post-64170719881399687382012-04-23T14:44:00.002-07:002012-04-27T05:44:25.610-07:00'Key' Ideas<div dir="ltr" style="text-align: left;" trbidi="on">
Here are some ideas that were floating around in my head during Easter for more puzzles and the theme of the maze:<br />
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<b><u>3 Differen Keys for Different Purposes</u></b><br />
<ul style="text-align: left;">
<li>Regular Coloured key (colours will differ to indicate door it matches. Old school)</li>
<li>Theme key (for special rooms with context)</li>
<li>FINAL key (for the exit)</li>
</ul>
Also I'm realising now that perhaps the keys don't actually have to be keys, but cryptical objects, I don't know, maybe if you are trying to unlocked a themed room, you must find an object that goes with the theme. Like the typical one would be dolls, a little girl's room full of creepy dolls. Find 3 pieces of a broken doll and you get access to the doll room. Once you walk in, you'll find the reminants of a horror story, something terrible that happened there. <br />
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<a href="http://2.bp.blogspot.com/-cbuijbk3I7g/T5XNQgf6r1I/AAAAAAAABP0/U9wmqzVkdpI/s1600/key+sketches.jpg" imageanchor="1" style="clear: left; float: left; margin-bottom: 1em; margin-right: 1em;"><img border="0" height="406" src="http://2.bp.blogspot.com/-cbuijbk3I7g/T5XNQgf6r1I/AAAAAAAABP0/U9wmqzVkdpI/s640/key+sketches.jpg" width="640" /></a></div>
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<br /></div>Anonymoushttp://www.blogger.com/profile/10515592019780560668noreply@blogger.com0tag:blogger.com,1999:blog-842954781693775437.post-29389443888797184982012-03-29T13:28:00.001-07:002012-04-26T00:29:46.309-07:00Keys...<div dir="ltr" style="text-align: left;" trbidi="on">
<div style="text-align: justify;">
So after two wonderful and relaxing days after my Viva (which went pretty well I think), I've been thinking up some ideas to better enhance my level, namely the assets and symbols in the level that can help the players solve the puzzle.</div>
<div style="text-align: justify;">
My main and probably only puzzle is 'find a key, unlock the door'. Which I admit is very basic and boring. The only thing I have going for it is to make the keys and doors look 'pretty'. I thought of other things like themes behind rooms- which would contain the next key to the next room.</div>
I've put together a sort-of moodboard to help me decide on these little themes:<br />
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<a href="https://blogger.googleusercontent.com/img/b/R29vZ2xl/AVvXsEj9Si4vMVaHrKNanrCMVO7KEOaQzVXxk_W-Ss5C7XWIxMJZo3IbxNHK1YCWtdY-NwPclHbnmvHkthekup4fckiKB4EVruaSt5VQRsJAyuU29zgv1pm6sIrlhyaOZJWEPIlYU2MRZaRPWnU/s1600/moodboard_keys.jpg" imageanchor="1" style="clear: left; float: left; margin-bottom: 1em; margin-right: 1em;"><img border="0" height="400" src="https://blogger.googleusercontent.com/img/b/R29vZ2xl/AVvXsEj9Si4vMVaHrKNanrCMVO7KEOaQzVXxk_W-Ss5C7XWIxMJZo3IbxNHK1YCWtdY-NwPclHbnmvHkthekup4fckiKB4EVruaSt5VQRsJAyuU29zgv1pm6sIrlhyaOZJWEPIlYU2MRZaRPWnU/s640/moodboard_keys.jpg" width="640" /></a></div>
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There cartoon ones, short, long, bulky, symbolic, gothic, eccentric, bold and even simple types. I personally really dig the gothic kind, but I think I want to try bring them out, so combining them with a cartoon look should do the trick. Think Kingdom Hearts only not as cartoony!</div>
</div>Anonymoushttp://www.blogger.com/profile/10515592019780560668noreply@blogger.com0tag:blogger.com,1999:blog-842954781693775437.post-68207079674133764242012-03-26T19:12:00.000-07:002012-03-26T19:12:05.736-07:00Special Post!<div dir="ltr" style="text-align: left;" trbidi="on">
Here's some cool gifs I made for my Viva, neat aren't they?<br />
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<a href="http://i.imgur.com/Y8RrH.gif" imageanchor="1" style="margin-left: 1em; margin-right: 1em;"><img border="0" height="180" src="http://i.imgur.com/Y8RrH.gif" width="320" /></a></div>
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<a href="http://i.imgur.com/cvhzU.gif" imageanchor="1" style="margin-left: 1em; margin-right: 1em;"><img border="0" height="214" src="http://i.imgur.com/cvhzU.gif" width="320" /></a></div>
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<a href="http://i.imgur.com/3HmAL.gif" imageanchor="1" style="margin-left: 1em; margin-right: 1em;"><img border="0" height="176" src="http://i.imgur.com/3HmAL.gif" width="320" /></a></div>
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<a href="http://i.imgur.com/YKS7Q.gif" imageanchor="1" style="margin-left: 1em; margin-right: 1em;"><img border="0" height="178" src="http://i.imgur.com/YKS7Q.gif" width="320" /></a></div>
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<a href="http://i.imgur.com/9E52q.gif" imageanchor="1" style="margin-left: 1em; margin-right: 1em;"><img border="0" height="320" src="http://i.imgur.com/9E52q.gif" width="320" /></a></div>
<br /></div>Anonymoushttp://www.blogger.com/profile/10515592019780560668noreply@blogger.com0tag:blogger.com,1999:blog-842954781693775437.post-73123248473554766622012-03-25T22:22:00.000-07:002012-03-25T22:22:53.115-07:00Dissonance Progress Video (Viva 02)<div dir="ltr" style="text-align: left;" trbidi="on">
Here's the progress video of my project. It shows my current achievments with some mechanics, though it had to be cut down quite a bit since I'll be using this for my second Viva.<br />
<iframe allowfullscreen="" frameborder="0" height="360" src="http://www.youtube.com/embed/svtJ504LYq0" width="640"></iframe></div>Anonymoushttp://www.blogger.com/profile/10515592019780560668noreply@blogger.com0tag:blogger.com,1999:blog-842954781693775437.post-81215643607259730352012-03-25T11:18:00.000-07:002012-04-26T00:31:24.306-07:00User Interface Concept<div dir="ltr" style="text-align: left;" trbidi="on">
Concpet for Scaleform UI<br />
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<iframe allowfullscreen="" frameborder="0" height="480" src="http://www.youtube.com/embed/j_ghzuz2nk0" width="640"></iframe><br />
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Pause screen<br />
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<a href="https://blogger.googleusercontent.com/img/b/R29vZ2xl/AVvXsEhu4XWjySdRb-DIOYJzu8VyFp9TWAOGTYNJrhN1YMsHAL1QCelZjJa8MxfHtb3hKlQZoPsm8RXwaDwGfeL6YFw1e2yohPFEvQwmxS-_oD6Rw5RQg-8cQRkBAZFubeI7bTxiKR-zKty_hPs/s1600/scaleform_conceptUI_paused.jpg" imageanchor="1" style="clear: left; float: left; margin-bottom: 1em; margin-right: 1em;"><img border="0" height="360" src="https://blogger.googleusercontent.com/img/b/R29vZ2xl/AVvXsEhu4XWjySdRb-DIOYJzu8VyFp9TWAOGTYNJrhN1YMsHAL1QCelZjJa8MxfHtb3hKlQZoPsm8RXwaDwGfeL6YFw1e2yohPFEvQwmxS-_oD6Rw5RQg-8cQRkBAZFubeI7bTxiKR-zKty_hPs/s640/scaleform_conceptUI_paused.jpg" width="640" /></a></div>
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Death screen<br />
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<a href="https://blogger.googleusercontent.com/img/b/R29vZ2xl/AVvXsEgs1a0lESjUP8PmV4P6tXr9437_DCcGpsJ3RAhR8A9lE375pp03heVwLZcehUIhgmub-ldW1KEGws-L_pQl7Iwer1_e8SBQ2OkyK6hhfnpz6VDLuRMSBlFH3Cb2-rb7X0xv_3n2_ulnnbU/s1600/scaleform_conceptUI_gameover.jpg" imageanchor="1" style="clear: left; float: left; margin-bottom: 1em; margin-right: 1em;"><img border="0" height="360" src="https://blogger.googleusercontent.com/img/b/R29vZ2xl/AVvXsEgs1a0lESjUP8PmV4P6tXr9437_DCcGpsJ3RAhR8A9lE375pp03heVwLZcehUIhgmub-ldW1KEGws-L_pQl7Iwer1_e8SBQ2OkyK6hhfnpz6VDLuRMSBlFH3Cb2-rb7X0xv_3n2_ulnnbU/s640/scaleform_conceptUI_gameover.jpg" width="640" /></a></div>
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<br /></div>Anonymoushttp://www.blogger.com/profile/10515592019780560668noreply@blogger.com0tag:blogger.com,1999:blog-842954781693775437.post-44649721242170823342012-03-22T05:53:00.001-07:002012-03-22T05:53:19.351-07:00Somewhat Finished Decor of Bedroom<div dir="ltr" style="text-align: left;" trbidi="on">
I just wish I had more time, maybe another day and I could do so much more.... off to Leamington Spa I go. Here's the latest shot of the room, it's looking good, the challenge is to get everything else to look as good.<br />
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<a href="https://blogger.googleusercontent.com/img/b/R29vZ2xl/AVvXsEiorhyU9LlveFie7WYXQYNt4fqzhefOOvVGgR7O_y7izZ4vFQL6UNE5xybD6U3_qCtVHiFuuRaNBdY0e0G0A4eJpQDir69U8etWL4we2xWhXVZ_I-3b4pbKEsbss3upbV-GlXnuT8wkogA/s1600/assetsScreenShot01.jpg" imageanchor="1" style="clear: left; float: left; margin-bottom: 1em; margin-right: 1em;"><img border="0" height="360" src="https://blogger.googleusercontent.com/img/b/R29vZ2xl/AVvXsEiorhyU9LlveFie7WYXQYNt4fqzhefOOvVGgR7O_y7izZ4vFQL6UNE5xybD6U3_qCtVHiFuuRaNBdY0e0G0A4eJpQDir69U8etWL4we2xWhXVZ_I-3b4pbKEsbss3upbV-GlXnuT8wkogA/s640/assetsScreenShot01.jpg" width="640" /></a></div>
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<br /></div>Anonymoushttp://www.blogger.com/profile/10515592019780560668noreply@blogger.com0tag:blogger.com,1999:blog-842954781693775437.post-31730026229484891742012-03-20T21:32:00.000-07:002012-03-20T22:42:13.569-07:00Asset Models/Texture no. 2<div dir="ltr" style="text-align: left;" trbidi="on">
More assets, and now this is probably where I'll need to stop (although it doesn't mean I definitely will), time to prepare my level and presentation.<br />
<br />
<table cellpadding="0" cellspacing="0" class="tr-caption-container" style="float: left; margin-right: 1em; text-align: left;"><tbody>
<tr><td style="text-align: center;"><a href="https://blogger.googleusercontent.com/img/b/R29vZ2xl/AVvXsEg_XcfsvGgOuSkYsg1Mi-fXB9WamZ5-LH5zGKU5sFhJi8copAntgffmE0S6Ep-vEqmGGmoJt2QMMUndsPvVkvjVBrfecbcXJyW4Jt4d2JSRyoCEqivDfucXzwBGvjKfMkk0T1Xr7bJPZGQ/s1600/doorFrame.jpg" imageanchor="1" style="clear: left; margin-bottom: 1em; margin-left: auto; margin-right: auto;"><img border="0" height="361" src="https://blogger.googleusercontent.com/img/b/R29vZ2xl/AVvXsEg_XcfsvGgOuSkYsg1Mi-fXB9WamZ5-LH5zGKU5sFhJi8copAntgffmE0S6Ep-vEqmGGmoJt2QMMUndsPvVkvjVBrfecbcXJyW4Jt4d2JSRyoCEqivDfucXzwBGvjKfMkk0T1Xr7bJPZGQ/s640/doorFrame.jpg" width="640" /></a></td></tr>
<tr><td class="tr-caption" style="text-align: center;">Door Frame Tris: 432</td></tr>
</tbody></table>
<br />
<table cellpadding="0" cellspacing="0" class="tr-caption-container" style="float: left; margin-right: 1em; text-align: left;"><tbody>
<tr><td style="text-align: center;"><a href="https://blogger.googleusercontent.com/img/b/R29vZ2xl/AVvXsEiSSrg1RayO8UOt7ISBclYf5apo-gFc8XA8Z2OuIIIGfyp6H6MbmoNWb3Zl9PWgwAwOdnyYQkpM2l5VoXmoP7eOzvYqY31qTbedu-d0QWg91gzCH9EmXLSCHpl0_pqy_4srbAeCGOw_m44/s1600/VictorianFrame03.jpg" imageanchor="1" style="clear: left; margin-bottom: 1em; margin-left: auto; margin-right: auto;"><img border="0" height="272" src="https://blogger.googleusercontent.com/img/b/R29vZ2xl/AVvXsEiSSrg1RayO8UOt7ISBclYf5apo-gFc8XA8Z2OuIIIGfyp6H6MbmoNWb3Zl9PWgwAwOdnyYQkpM2l5VoXmoP7eOzvYqY31qTbedu-d0QWg91gzCH9EmXLSCHpl0_pqy_4srbAeCGOw_m44/s640/VictorianFrame03.jpg" width="640" /></a></td></tr>
<tr><td class="tr-caption" style="text-align: center;">Victorian Frame 03 Tris: 224</td></tr>
</tbody></table>
<table align="center" cellpadding="0" cellspacing="0" class="tr-caption-container" style="margin-left: auto; margin-right: auto; text-align: center;"><tbody>
<tr><td style="text-align: center;"><a href="https://blogger.googleusercontent.com/img/b/R29vZ2xl/AVvXsEgFUhyphenhyphenXDBvF22Gagl-8WDShpjpikpp5s6dtwoK_5yh9LsWko0c3zeUP-6QACrdd0GH5384mjjy1vPHxc1IhAf_E6FURTyBcdcjpQqNPEUb2MvlL1vzDxwVOdtcbBaerdeC6l6OCdkJKIvg/s1600/simpleChair.jpg" imageanchor="1" style="margin-left: auto; margin-right: auto;"><img border="0" height="273" src="https://blogger.googleusercontent.com/img/b/R29vZ2xl/AVvXsEgFUhyphenhyphenXDBvF22Gagl-8WDShpjpikpp5s6dtwoK_5yh9LsWko0c3zeUP-6QACrdd0GH5384mjjy1vPHxc1IhAf_E6FURTyBcdcjpQqNPEUb2MvlL1vzDxwVOdtcbBaerdeC6l6OCdkJKIvg/s400/simpleChair.jpg" width="400" /></a></td></tr>
<tr><td class="tr-caption" style="text-align: center;">Simple Chair Tris: 468</td></tr>
</tbody></table>
<table align="center" cellpadding="0" cellspacing="0" class="tr-caption-container" style="margin-left: auto; margin-right: auto; text-align: left;"><tbody>
<tr><td style="text-align: center;"><a href="https://blogger.googleusercontent.com/img/b/R29vZ2xl/AVvXsEikQkWu1O1EA5EP5oksr7BpeoVB4bNMAfS4ZyGj5YhGPDt4yx0bfMRmRw6jeUP0aMl8QV5v-d8ZbQuNnOJMxacrkTGeWTdES3nTdi41ov0IccvqhB554mrbe8rT8ZefK-ElEyQqUIbeo6k/s1600/SimpleBed.jpg" imageanchor="1" style="clear: left; margin-bottom: 1em; margin-left: auto; margin-right: auto;"><img border="0" height="224" src="https://blogger.googleusercontent.com/img/b/R29vZ2xl/AVvXsEikQkWu1O1EA5EP5oksr7BpeoVB4bNMAfS4ZyGj5YhGPDt4yx0bfMRmRw6jeUP0aMl8QV5v-d8ZbQuNnOJMxacrkTGeWTdES3nTdi41ov0IccvqhB554mrbe8rT8ZefK-ElEyQqUIbeo6k/s640/SimpleBed.jpg" width="640" /></a></td></tr>
<tr><td class="tr-caption" style="text-align: center;">Simple Bed Tris: 464</td></tr>
</tbody></table>
<table cellpadding="0" cellspacing="0" class="tr-caption-container" style="float: left; margin-right: 1em; text-align: left;"><tbody>
<tr><td style="text-align: center;"><a href="https://blogger.googleusercontent.com/img/b/R29vZ2xl/AVvXsEhrGnfFSh5pBz00O40_eHLyVE5IwvI-EottWw7WUNPN-ofFx6gEUolUZVKkbJnc2sg_l-2jcIGjy5H7CtckrgKMjn0EaaMjEbUubA5Sta_mUt0w2tg99t-vcLmBT1hcpVnJaOT3gNQ_3W0/s1600/armChair.jpg" imageanchor="1" style="clear: left; margin-bottom: 1em; margin-left: auto; margin-right: auto;"><img border="0" height="190" src="https://blogger.googleusercontent.com/img/b/R29vZ2xl/AVvXsEhrGnfFSh5pBz00O40_eHLyVE5IwvI-EottWw7WUNPN-ofFx6gEUolUZVKkbJnc2sg_l-2jcIGjy5H7CtckrgKMjn0EaaMjEbUubA5Sta_mUt0w2tg99t-vcLmBT1hcpVnJaOT3gNQ_3W0/s640/armChair.jpg" width="640" /></a></td></tr>
<tr><td class="tr-caption" style="text-align: center;">Arm Chair Tris: 616</td></tr>
</tbody></table>
</div>Anonymoushttp://www.blogger.com/profile/10515592019780560668noreply@blogger.com0tag:blogger.com,1999:blog-842954781693775437.post-42928245414821191622012-03-19T22:16:00.000-07:002012-03-20T05:09:41.782-07:00Asset Modelling/Texturing Crazy<div dir="ltr" style="text-align: left;" trbidi="on">
<div style="text-align: justify;">
In preparation for a good second Viva, I've been busting my bottom to get these out as quickly while trying to maintain the quality I try to stand by at all times. It was difficult trying to cut my time, unfortunately I hate it when things aren't as perfect as I wanted them to be, so these are rough- but I'm not done with them yet! I will continue to modify and improve and model more for the final Viva.</div>
<table align="center" cellpadding="0" cellspacing="0" class="tr-caption-container" style="margin-left: auto; margin-right: auto; text-align: center;"><tbody>
<tr><td style="text-align: center;"><a href="https://blogger.googleusercontent.com/img/b/R29vZ2xl/AVvXsEhwtMMkACm6CfjvV3aAuYt9Q46UcArCE6GbQ0EePUgRlxNvyx8XBsvKsQ2KpwlBReAGBt0kAHk547KF7ldCEOh0OxCI5bVhefdU9EbyogelNg5pNGI2X5nMUblrmNqhBUhCcTIMjw748Lo/s1600/Door02modelpic.jpg" imageanchor="1" style="margin-left: auto; margin-right: auto;"><img border="0" height="268" src="https://blogger.googleusercontent.com/img/b/R29vZ2xl/AVvXsEhwtMMkACm6CfjvV3aAuYt9Q46UcArCE6GbQ0EePUgRlxNvyx8XBsvKsQ2KpwlBReAGBt0kAHk547KF7ldCEOh0OxCI5bVhefdU9EbyogelNg5pNGI2X5nMUblrmNqhBUhCcTIMjw748Lo/s320/Door02modelpic.jpg" width="320" /></a></td></tr>
<tr><td class="tr-caption" style="text-align: center;">Standard Door Tris: 684</td></tr>
</tbody></table>
<table align="center" cellpadding="0" cellspacing="0" class="tr-caption-container" style="margin-left: auto; margin-right: auto; text-align: center;"><tbody>
<tr><td style="text-align: center;"><a href="https://blogger.googleusercontent.com/img/b/R29vZ2xl/AVvXsEgBbdSQOfNYV-xUym-zc08MsCNNThYAY_EkBnrbrdi1Qij6PBK4abbu8XZu1GoLQWQsYgGMt2qKjJcuiIJ_7zryN6jRlJRXLXoRTIeURmeWq7R5n2IFF427Z9oOvfJ341r1XZect0So898/s1600/simpleLamp.jpg" imageanchor="1" style="margin-left: auto; margin-right: auto;"><img border="0" height="207" src="https://blogger.googleusercontent.com/img/b/R29vZ2xl/AVvXsEgBbdSQOfNYV-xUym-zc08MsCNNThYAY_EkBnrbrdi1Qij6PBK4abbu8XZu1GoLQWQsYgGMt2qKjJcuiIJ_7zryN6jRlJRXLXoRTIeURmeWq7R5n2IFF427Z9oOvfJ341r1XZect0So898/s320/simpleLamp.jpg" width="320" /></a></td></tr>
<tr><td class="tr-caption" style="text-align: center;">Simple Lamp Tris: 296</td><td class="tr-caption" style="text-align: center;"><br /></td></tr>
</tbody></table>
<table cellpadding="0" cellspacing="0" class="tr-caption-container" style="float: left; margin-right: 1em; text-align: left;"><tbody>
<tr><td style="text-align: center;"><a href="https://blogger.googleusercontent.com/img/b/R29vZ2xl/AVvXsEifYq3F0th0B6RerdizbTTRPmn7ed99tMzeAucypYEAXBVwxGjzP_EAugIYmEFYGDsuWXPhUc73fj6pabTF8XbM9GLcp0Vs6aG8_4ZveuEjGw68mXcRLJMd5jPfiHrQlNx6cwo2zTugVAo/s1600/trapChandelierimage.jpg" imageanchor="1" style="clear: left; margin-bottom: 1em; margin-left: auto; margin-right: auto;"><img border="0" height="154" src="https://blogger.googleusercontent.com/img/b/R29vZ2xl/AVvXsEifYq3F0th0B6RerdizbTTRPmn7ed99tMzeAucypYEAXBVwxGjzP_EAugIYmEFYGDsuWXPhUc73fj6pabTF8XbM9GLcp0Vs6aG8_4ZveuEjGw68mXcRLJMd5jPfiHrQlNx6cwo2zTugVAo/s640/trapChandelierimage.jpg" width="640" /></a></td></tr>
<tr><td class="tr-caption" style="text-align: center;">Trap Chandelier Tris: 1424</td></tr>
</tbody></table>
<table align="center" cellpadding="0" cellspacing="0" class="tr-caption-container" style="margin-left: auto; margin-right: auto; text-align: center;"><tbody>
<tr><td style="text-align: center;"><a href="https://blogger.googleusercontent.com/img/b/R29vZ2xl/AVvXsEjjHm4bm4ciLlXhrQOV00MkiViJghKQx4SVQAeTHiB4nIOQmS-p4lWmfGX2FzMb_BUcHWYkGQ1RCMDTkcQ1r0D-C-nuzJK8OYmXu_h_SpvPJvY70k3tL0_V4V5_mFTgmmITMVrebgjZ1cE/s1600/cupidWallBracketimage.jpg" imageanchor="1" style="margin-left: auto; margin-right: auto;"><img border="0" height="640" src="https://blogger.googleusercontent.com/img/b/R29vZ2xl/AVvXsEjjHm4bm4ciLlXhrQOV00MkiViJghKQx4SVQAeTHiB4nIOQmS-p4lWmfGX2FzMb_BUcHWYkGQ1RCMDTkcQ1r0D-C-nuzJK8OYmXu_h_SpvPJvY70k3tL0_V4V5_mFTgmmITMVrebgjZ1cE/s640/cupidWallBracketimage.jpg" width="395" /></a></td></tr>
<tr><td class="tr-caption" style="text-align: center;">Cupid Bracket Tris: 196</td></tr>
</tbody></table>
<table cellpadding="0" cellspacing="0" class="tr-caption-container" style="float: left; margin-right: 1em; text-align: left;"><tbody>
<tr><td style="text-align: center;"><a href="https://blogger.googleusercontent.com/img/b/R29vZ2xl/AVvXsEghyphenhyphenr_abiI3pWCXKjYR0YgMBNTI381JgV_a879PmGL2Q4Xoa1fTaJX8-ON3s8GE7wEIhpy5pitYAWcXVHr8cVv5bZjF2115QPGa9M-bgkwe-BzUayb4HKgon6devxRLsxPJJ_iJbKvfSTk/s1600/victorianFramewip.jpg" imageanchor="1" style="clear: right; margin-bottom: 1em; margin-left: auto; margin-right: auto;"><img border="0" height="188" src="https://blogger.googleusercontent.com/img/b/R29vZ2xl/AVvXsEghyphenhyphenr_abiI3pWCXKjYR0YgMBNTI381JgV_a879PmGL2Q4Xoa1fTaJX8-ON3s8GE7wEIhpy5pitYAWcXVHr8cVv5bZjF2115QPGa9M-bgkwe-BzUayb4HKgon6devxRLsxPJJ_iJbKvfSTk/s640/victorianFramewip.jpg" width="640" /></a></td></tr>
<tr><td class="tr-caption" style="text-align: center;">Victorian Frame 01 Tris: 878</td></tr>
</tbody></table>
<table align="center" cellpadding="0" cellspacing="0" class="tr-caption-container" style="float: left; margin-right: 1em; text-align: left;"><tbody>
<tr><td style="text-align: center;"><a href="https://blogger.googleusercontent.com/img/b/R29vZ2xl/AVvXsEi8Nv4DrxKZlteQBQ9q_H5OWHGkFKiS1XAfMdWvmaOUBERNBMNSEIxugiGEYjz4-vjJXmgxsj2DMwkC9I7bL2QUn_nwZV_ofyIWqwrheIpqsaO5DJaZJ1yDoK1RceaByc6tZCfQJ3iAaic/s1600/VictorianFrame02.jpg" imageanchor="1" style="margin-left: auto; margin-right: auto;"><img border="0" height="250" src="https://blogger.googleusercontent.com/img/b/R29vZ2xl/AVvXsEi8Nv4DrxKZlteQBQ9q_H5OWHGkFKiS1XAfMdWvmaOUBERNBMNSEIxugiGEYjz4-vjJXmgxsj2DMwkC9I7bL2QUn_nwZV_ofyIWqwrheIpqsaO5DJaZJ1yDoK1RceaByc6tZCfQJ3iAaic/s640/VictorianFrame02.jpg" width="640" /></a></td></tr>
<tr><td class="tr-caption" style="text-align: center;">Victorian Frame 02 Tris: 166</td></tr>
</tbody></table>
<table align="center" cellpadding="0" cellspacing="0" class="tr-caption-container" style="margin-left: auto; margin-right: auto; text-align: left;"><tbody>
<tr><td style="text-align: center;"><a href="https://blogger.googleusercontent.com/img/b/R29vZ2xl/AVvXsEhEpSLHyMybHIo_iVqjFr-QWtxulbj5a80GGH31B6QMLfnVB6mAzFPEpc5Pm9qMGiO0cQaVQKJLX4XfYVqfDevKzZz8ypV0-D0c53fsEEUO2d4nKHQqPp7wjNJoGmjpZUGljyLgPlxUy5c/s1600/blackmermaidwip.jpg" imageanchor="1" style="clear: left; margin-bottom: 1em; margin-left: auto; margin-right: auto;"><img border="0" height="337" src="https://blogger.googleusercontent.com/img/b/R29vZ2xl/AVvXsEhEpSLHyMybHIo_iVqjFr-QWtxulbj5a80GGH31B6QMLfnVB6mAzFPEpc5Pm9qMGiO0cQaVQKJLX4XfYVqfDevKzZz8ypV0-D0c53fsEEUO2d4nKHQqPp7wjNJoGmjpZUGljyLgPlxUy5c/s640/blackmermaidwip.jpg" width="640" /></a></td></tr>
<tr><td class="tr-caption" style="text-align: center;">Morbid Mermaid Candle Holder Tris: 734</td><td class="tr-caption" style="text-align: center;"><br /></td></tr>
</tbody></table>
<br />
I actually have more models to texture (it's been a very productive weekend), but that will be updated tomorrow.<br />
<br />
More to come soon, these will be the last of the batch:<br />
<div class="separator" style="clear: both; text-align: center;">
</div>
Arm Chair<br />
Victorian Frame 03<br />
Simple chair<br />
Simple Bed<br />
Door Frame<br />
Book case<br />
<br /></div>Anonymoushttp://www.blogger.com/profile/10515592019780560668noreply@blogger.com0tag:blogger.com,1999:blog-842954781693775437.post-43858780266918129562012-03-15T22:16:00.001-07:002012-03-16T06:29:44.988-07:00Path Node Finding<div dir="ltr" style="text-align: left;" trbidi="on">
<div style="text-align: justify;">
<iframe allowfullscreen="" frameborder="0" height="360" src="http://www.youtube.com/embed/xDJ8hRqC-cI" width="640"></iframe>The path node finding is scripted almost entirely, now I can place as many path nodes in my game level and the monster will randomly choose the destination and head towards it. Therefore I don't need to rely on the MoveToActor kismet.</div>
<div style="text-align: justify;">
<br /></div>
<div style="text-align: justify;">
I cannot take much credit for the code I used to get pathfinding using nodes and scripts. After the pylons were placed into the map, mougli's code worked. So the only problem I really had with it in the first place was a lack of a navmesh. <b>The pylons made everything work! </b></div>
<div style="text-align: justify;">
<br /></div>
<div style="text-align: justify;">
The code used before to calculated the velocity/speed/distance of the monster when travelling towards the player is now uneccessary. Because of that, I was able to use <a href="http://www.moug-portfolio.info/index.php?page=ai-pawns" target="_blank">Mougli's AI Script </a>mentioned in previous posts. <b>Christian Skogen</b> helped me out again especially with two parts of the code that would allow the monster to randomly choose any pathnode on the level and travel to it, of course it has to be within the range of the pylon placed there.</div>
<div style="text-align: justify;">
<br /></div>
<div style="text-align: justify;">
I will explain the additional parts of code here:</div>
<div style="text-align: justify;">
<br /></div>
<div style="text-align: justify;">
I used Mougli's code for AI with slight alterations like changing state names.</div>
<div style="text-align: justify;">
Then when it worked and the monster could navigate around corners, I tried looking up a way to call pathnodes into script (my monstersaicontroller). I came across this thread<a href="http://forums.epicgames.com/archive/index.php/t-798305.html"></a> <a href="http://forums.epicgames.com/archive/index.php/t-798305.html" target="_blank">which told me about the arrays</a>. This adds the pathnodes into an Array- a list of data. So then you can begin to use them in script.</div>
<blockquote class="tr_bq">
<br />
simulated event PostBeginPlay()<br />
{<br />
local Pathnode Current;<br />
<br />
foreach Worldinfo.AllActors(class'Pathnode', Current)<br />
{<br />
pathNodes.AddItem(Current);<br />
}<br />
<br />
super.PostBeginPlay();<br />
}</blockquote>
<div style="text-align: justify;">
Then looked up <a href="http://forums.epicgames.com/threads/860287-Solved-Math-random-function-for-Pawn-drops" target="_blank">Random function</a>, and <a href="http://wiki.beyondunreal.com/Legacy:UnrealScript_Vector_Maths" target="_blank">vector maths</a> (with much of christian's help). Applied that until I had a AIcontroller class that would make the monster choose random path nodes, navigate and travel to them. The chasing state (chasing the character) is still intact and just contains Mougli's code. Instead of an Idle, I changed it to Patrol, since it would no longer be idle and just copy/pasted mougli's code again.</div>
<div style="text-align: justify;">
<br /></div>
<div style="text-align: justify;">
He explained how vector maths worked so I could grasp the last bit of code. The last part of the code is an if statement- basically IF the distance between the monster and the player is less than the chaseDistance=1000 (which was alterable in the Default properties), the monster would give up and go back to finding patrol nodes.</div>
<div class="separator" style="clear: both; text-align: center;">
<a href="https://blogger.googleusercontent.com/img/b/R29vZ2xl/AVvXsEjmxOE-bbCGW0sU8TMVqfpzpdFkgSXinEpEA5G0iVqKrCqyVsrgMZnQO5wSPl-PuKJq3RhWBOkgbkgr6X1snyUJbtneIoybysH6y8ITn0X8uLRb-NrJyN82GBcLVf7xtlDVMIc_lu2a_uI/s1600/distancebetweentwopoints.jpg" imageanchor="1" style="margin-left: 1em; margin-right: 1em;"><img border="0" height="320" src="https://blogger.googleusercontent.com/img/b/R29vZ2xl/AVvXsEjmxOE-bbCGW0sU8TMVqfpzpdFkgSXinEpEA5G0iVqKrCqyVsrgMZnQO5wSPl-PuKJq3RhWBOkgbkgr6X1snyUJbtneIoybysH6y8ITn0X8uLRb-NrJyN82GBcLVf7xtlDVMIc_lu2a_uI/s320/distancebetweentwopoints.jpg" width="320" /></a></div>
This was placed at the end of the Chase state just before 'goto Begin;'<br />
<blockquote class="tr_bq">
if (VSize(target.Location - self.pawn.Location) > chaseDistance)<br /> {<br /> WorldInfo.Game.Broadcast(self, "Lost player");<br /> GotoState('FindPatrolNode');<br /> } </blockquote>
<br /></div>Anonymoushttp://www.blogger.com/profile/10515592019780560668noreply@blogger.com0tag:blogger.com,1999:blog-842954781693775437.post-88743266188508740012012-03-15T14:47:00.001-07:002012-03-15T21:35:02.015-07:00About Pylons<div dir="ltr" style="text-align: left;" trbidi="on">
I was quite wrong about my 'discovery' yesterday. It seems that Pylons are picky about the ceiling height of your sub/add brush- they don't dislike subtractive brushes at all, as I tested again and it turns out the real issue was the height of the sub and add brushes. If you have a floor and also a ceiling there seems to be minimum height requirement. Which sucks really that I couldn't figure this out sooner. I was left scratching my head until now.</div>Anonymoushttp://www.blogger.com/profile/10515592019780560668noreply@blogger.com0tag:blogger.com,1999:blog-842954781693775437.post-2318284621635710322012-03-14T18:45:00.001-07:002012-03-15T14:41:01.375-07:00Navmesh Alternative or is it?<div dir="ltr" style="text-align: left;" trbidi="on">
I tried and tried to impliment the code from the previous post in so many ways, I gave up. I looked far and high for a solution, and finally after four painful hours of self-inflicted mental torture there was a god... I mean, videos:<br />
<div style="text-align: center;">
<iframe allowfullscreen="" frameborder="0" height="315" src="http://www.youtube.com/embed/ZZDCbPWfb24" width="420"></iframe></div>
<div style="text-align: center;">
<iframe allowfullscreen="" frameborder="0" height="315" src="http://www.youtube.com/embed/eQuldKKl0VE" width="420"></iframe></div>
<div style="text-align: center;">
<br /></div>
<div style="text-align: center;">
Still now I'm not sure why the code from before did not work, but I found that I can at least cheat the patrolling of my monster by using path nodes. Very generously Ben Townley shared me a kismet sequence he discovered last year that could attach a volume to a spawned bot and kill the player. Since I haven't enough time to get a full melee system working, this is a very important alternative for me. Thank you again Ben, you've saved me.</div>
<div style="text-align: center;">
</div>
<div class="separator" style="clear: both; text-align: center;">
<a href="https://blogger.googleusercontent.com/img/b/R29vZ2xl/AVvXsEjOtcQtc6nLI3YDOR1NY7ASdecxCr6Ho650VUalCxgY2XDo98z34_xzNXpsMXqqn25xxivjicGV2iR9FvlsYr5awI7AHt-u65Vu13H4BdlrkRFARv4E0LEoQvAm6lURL1UXVk1L4MTGA2c/s1600/benskismetvolumefordamage.jpg" imageanchor="1" style="margin-left: 1em; margin-right: 1em;"><img border="0" height="200" src="https://blogger.googleusercontent.com/img/b/R29vZ2xl/AVvXsEjOtcQtc6nLI3YDOR1NY7ASdecxCr6Ho650VUalCxgY2XDo98z34_xzNXpsMXqqn25xxivjicGV2iR9FvlsYr5awI7AHt-u65Vu13H4BdlrkRFARv4E0LEoQvAm6lURL1UXVk1L4MTGA2c/s320/benskismetvolumefordamage.jpg" width="320" /></a></div>
<div style="text-align: center;">
</div>
<div style="text-align: justify;">
I had also used a 'MoveActorTo' sequence, and it should have worked perfectly but it didn't. At first I thought it was the nature of my AIController code, so I tried replacing everything with premade code (copy/paste). But nothing worked, besides the code I already had, and I had lost it. My housemate tried to calm me down and tried to help me look for anything to do with Pylons (because i had started muttering it and remembered Ed had mentioned it vaguely for navigational meshes). I felt like I looked it up almost everywhere, there wasn't any tutorials out there that would guide me except for the videos above (which were found not by me but my amazing housemate).</div>
<div style="text-align: justify;">
<br /></div>
<div style="text-align: justify;">
I watched it with the biggest feeling of doubt ever, since nothing was working I didn't think this would either. The current UDK version uses pylons with a area distinguished by a cube rather than a shere/cylinder/circle as shown in the video. I tried what the man in the tutorial had done but it gave me an error:</div>
<blockquote class="tr_bq">
<div style="text-align: justify;">
<b>'error:Could not find ground position for pylon - this pylon will not build paths' </b></div>
</blockquote>
<div style="text-align: justify;">
</div>
<table cellpadding="0" cellspacing="0" class="tr-caption-container" style="float: right; margin-left: 1em; text-align: right;"><tbody>
<tr><td style="text-align: center;"><a href="https://blogger.googleusercontent.com/img/b/R29vZ2xl/AVvXsEiS4Xi3rMX8-O6c3G1AYFkFll1Rv26uywneu-WbtbF2lPOb5TseHTFGxAbS8lu2GFrAXEJhI3JACA1tXMaFD7kgPzyXMny3mNyhDQtoItQ71UaeOkq_GmoMj4wRI-PYs5KgxeID9uWE0sc/s1600/movetopathnodeworksStaticMesh01.jpg" imageanchor="1" style="clear: right; margin-bottom: 1em; margin-left: auto; margin-right: auto;"><img border="0" height="200" src="https://blogger.googleusercontent.com/img/b/R29vZ2xl/AVvXsEiS4Xi3rMX8-O6c3G1AYFkFll1Rv26uywneu-WbtbF2lPOb5TseHTFGxAbS8lu2GFrAXEJhI3JACA1tXMaFD7kgPzyXMny3mNyhDQtoItQ71UaeOkq_GmoMj4wRI-PYs5KgxeID9uWE0sc/s320/movetopathnodeworksStaticMesh01.jpg" width="320" /></a></td></tr>
<tr><td class="tr-caption" style="text-align: center;">These lines appeared after building paths with the pylon.</td></tr>
</tbody></table>
<div style="text-align: justify;">
... I then tried it on one of the simple premade levels, it worked, the paths built just fine. The floor there was a static mesh, and I took a very big note of that. Next then I had tried it in an empty level with and Add brush and subtractive brush inside, it didn't work...</div>
<div style="text-align: justify;">
<br /></div>
<div style="text-align: justify;">
So I was questioning if it was because it didn't work on brushes period... this made my heart sink very low. But that was stupid, either it was because the brushes had some form of navigational mesh there already and this pylon business was unessessary or I was doing something wrong- or both.</div>
<div style="text-align: justify;">
<br /></div>
<div style="text-align: justify;">
In the tutorial I finally noticed he was using and additive brush, and everything else was actually a static mesh. My level consists heavily of subtractive brushes. <b>Turns out the pylons do not bod well with subtractive brushes... *BEEP*ing hell.</b></div>
<div style="text-align: justify;">
So i tested this again.</div>
<div style="text-align: justify;">
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It works!! The monster travels to the second pathnode. This may mean I have to do some heavy reconstruction to my level. Sorry if this seemed obvious to you, but I am an incredible script/code noob. :)<br />
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<b>!!!*EDIT*!!!!!</b><br />
<b>Turns out I was wrong again. Check the next post.</b></div>Anonymoushttp://www.blogger.com/profile/10515592019780560668noreply@blogger.com0tag:blogger.com,1999:blog-842954781693775437.post-85968422653059908062012-03-12T16:30:00.001-07:002012-03-13T20:00:49.825-07:00Nav Mesh and Step sound trouble<div dir="ltr" style="text-align: left;" trbidi="on">
I've progressed a lot, but it seems these two things are something that should be easy but are not for the reason that, I've got a crap load of code already and I don't know how to get it working with new code.<br />
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<a href="http://www.moug-portfolio.info/index.php?page=ai-pawns" target="_blank"><u><b>Mougli's Navigational Mesh tutorial</b></u></a><br />
This guy Mougli is no doubt brilliant, but his code is something I would have to try and literally integrate with my own. <br />
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The customAIPawn is fine, but the customAIController is hard to impliment, here is Mougli's:<br />
<script src="http://pastebin.com/embed_js.php?i=RT1Ngppn">
</script><br />
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My dilemma is I don't know how to integrate his code into my own. I've tried many things, but alas I don't have enough scripting/code knowledge to do this.<br />
Here is my code, you can see I've started to put in some code, I already have and Idle and Chase state though, and all the inner workings of the speed/velocity of the monster to player. However instead of using this odd 'Go to begin' method, I applied it per 'Tick' which is like a refresh, and probably considered a more stable method (as told by a programmer).<br />
<script src="http://pastebin.com/embed_js.php?i=zzG27Hup">
</script><br />
<br /><b><a href="http://forums.epicgames.com/threads/813554-Footsteps-when-not-extending-UT?p=28822004&viewfull=1#post28822004" target="_blank">Footsteps trouble shoot thread</a></b><u><b><a href="http://forums.epicgames.com/threads/813554-Footsteps-when-not-extending-UT?p=28822004&viewfull=1#post28822004"></a></b></u><br />
The guy who started the thread has solved his problems but I don't know what he means when he explains:<br />
<blockquote class="tr_bq">
"Got it working, it seems like the footstep animnotify calls
PlayFootStepSound(); already, so all I had to do was setup the playsound
functions, and the footstep notify in the Animset."</blockquote>
</div>Anonymoushttp://www.blogger.com/profile/10515592019780560668noreply@blogger.com0tag:blogger.com,1999:blog-842954781693775437.post-73646777433076389792012-03-12T11:27:00.000-07:002012-03-13T13:29:45.731-07:00Maya to MotionBuilder: Importing C3D and mapping Actor<div dir="ltr" style="text-align: left;" trbidi="on">
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Been asked for help by Neasa, so I thought I'd blog it here, it would be nice for others too, mind you this is super vague and I'm not an expert so I'm just showing how I went about it.</div>
Video Tutorials on Maya to Motion <a href="http://www.youtube.com/watch?v=SQa_Y-vx-mE" target="_blank">Part 1</a>, <a href="http://www.youtube.com/watch?v=aj7rYX7lrGo&feature=related" target="_blank">Part 2</a> from adachan1 on youtube. <br />
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Firstly, you need to have your animation data from ViconIQ, in .c3d format- or fbx if you've already messed about with it. You need Maya 2012 if you want to import/export it easily like I did. Also this tutorial uses the skeleton generated by the MotionBuilder characterisation plugin in maya. So if you have a custom skeleton, I can't help you too much with that.</div>
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<a href="https://blogger.googleusercontent.com/img/b/R29vZ2xl/AVvXsEhZ-UujAkjLCJi0mH-RvV0HkfnqIB7JMcu501wfJntba68XtjsELCpqT4T-QB3h8EaGJM2ZiPc84D6pV3uOfxu_bXHtgSG_ijyhyphenhyphenwCKLWvfIHBTtaYEx5MhKWtBRwCISRmm7_fFnYiKGRw/s1600/mayaSettingsMoBuilder.jpg" imageanchor="1" style="clear: right; float: right; margin-bottom: 1em; margin-left: 1em;"><img border="0" height="126" src="https://blogger.googleusercontent.com/img/b/R29vZ2xl/AVvXsEhZ-UujAkjLCJi0mH-RvV0HkfnqIB7JMcu501wfJntba68XtjsELCpqT4T-QB3h8EaGJM2ZiPc84D6pV3uOfxu_bXHtgSG_ijyhyphenhyphenwCKLWvfIHBTtaYEx5MhKWtBRwCISRmm7_fFnYiKGRw/s320/mayaSettingsMoBuilder.jpg" width="320" /></a>Open up your MotionBuilder, and for your sake, set the keyboard configuration to 'Maya' so you won't have to relearn all the controls again for MotionBuilder. This means things like the move, scale and rotate tools are all asigned to the same 'W, E, R' keys. </div>
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<b>Settings > Keyboard Configuration > Maya</b><br />
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<span style="font-size: large;"><b><u>Importing your Animation Data </u></b></span></div>
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<a href="https://blogger.googleusercontent.com/img/b/R29vZ2xl/AVvXsEhYWAPTuv4WAXghMNtE8z2gbM8q5Nk5ThyMmM48TFoHWsaMYmYyzxfRKpi_8yty_1jNRURH7NMQ5elGLJb4Yq99Y7VBQjxWYPqPSWhpdMbuqOyZnuXhUOkx1zthE_tpKwVnGgO9Qc-XYs8/s1600/addFavPath.jpg" imageanchor="1" style="clear: right; float: right; margin-bottom: 1em; margin-left: 1em;"><img border="0" height="252" src="https://blogger.googleusercontent.com/img/b/R29vZ2xl/AVvXsEhYWAPTuv4WAXghMNtE8z2gbM8q5Nk5ThyMmM48TFoHWsaMYmYyzxfRKpi_8yty_1jNRURH7NMQ5elGLJb4Yq99Y7VBQjxWYPqPSWhpdMbuqOyZnuXhUOkx1zthE_tpKwVnGgO9Qc-XYs8/s320/addFavPath.jpg" width="320" /></a>In the Asset Browser tab under the 'Resources' area, you can selet useful files here like the Actor dummy. I added a file directory containing all my animation data, so it was easy for me to access. <b>Right click > Add favourite path</b>. You won't regret it.</div>
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So with your folder added, you can quickly select your files through this browser. <b>Click and drag the file over, select the 'Import' option.</b></div>
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<span style="font-size: large;"><b><u>Adding an Actor</u></b></span></div>
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This guy looks like a mannequin, you need him to help translate the raw data into something your rigged character can follow. So here's how you start assigning all those dots to individual parts:</div>
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In your <b>Asset Browser > Templates > Characters ></b> drag over the <b>Actor </b>onto the <b>Viewer.</b> It should end up looking like this:</div>
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<b><u>Marker Set</u></b> </div>
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Once both the Actor and the raw motion-capture data are there, you will need to create something called a '<b>Marker Set</b>' for the Actor. This maps out which dot(s) influences which part of the Actor and will be reusable for the other animations you'll need to convert. After this process, you should be able to simply import a Marker Set and the Actor should be able to bind to the dots without any fuss. Since this is your first time bringing in your motion-capture, we have to create one from scratch.</div>
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<a href="https://blogger.googleusercontent.com/img/b/R29vZ2xl/AVvXsEisKXLIuvCPXQ_j-H9GtoYNk6rfM_5sG3KYDmGpZrFO22RXH8yY_4I04R7TTrE5cGUEygn-0PmOPvdSG1h0t2ej5x-1G2f7ikRxjsLeLMDH4rWzxGBcDdYSeOlVvO1EwSMBVGvyqfmClfE/s1600/ActorAnimMoBuilder00.jpg" imageanchor="1" style="clear: right; float: right; margin-bottom: 1em; margin-left: 1em;"><img border="0" height="210" src="https://blogger.googleusercontent.com/img/b/R29vZ2xl/AVvXsEisKXLIuvCPXQ_j-H9GtoYNk6rfM_5sG3KYDmGpZrFO22RXH8yY_4I04R7TTrE5cGUEygn-0PmOPvdSG1h0t2ej5x-1G2f7ikRxjsLeLMDH4rWzxGBcDdYSeOlVvO1EwSMBVGvyqfmClfE/s320/ActorAnimMoBuilder00.jpg" width="320" /></a>On the time slider, find the best T-pose in your animation, if the first frame is good, just use that. Sometimes your data will have missing/misplaced points on beginning frames, in which case you just need to locate a frame that has all the dots and a good T-pose. </div>
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Drag a box over the Actor to select the whole thing, and position it where your dots are. </div>
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Keeping it highlighted, scale it roughly to the size of your motion data dots, you should be able to recognise which dots are the head, shoulders, hip area, hands and feet. I didn't have any feet captured, only the ankles so keep that in mind.</div>
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Lastly rotate limbs that are not aligned. When you capture your data, the posture of a human being is not going to be as perfect as this dude's T-pose. So don't worry if it looks a little wonky. I just rotated the arms, and nothing else.</div>
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Now the Marker Set. You'll see in the <b>Navigator</b> there is something that is pretty much like the Outliner in Maya. It lists all the items on the scene. If you don't already have the Actor Settings present like seen below, just click <b>Actors > Actor </b>in the<b> Navigation </b>pane. That should bring up the Actor Settings along with the Marker Set table. Click '<b>Marker Set...</b>' and <b>Create</b> a new one.</div>
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<a href="https://blogger.googleusercontent.com/img/b/R29vZ2xl/AVvXsEhjfmJnK1ll03iakzNGq0eT5_rfRZDpp2k2RNfPqM9ph0zZbQ8i22GHBY2pDvBGfEjR1k2q72DrQu7ePS81bDGdGDltVAqbeoS1-j0RxPpymR4LtL-hLcoNwjlE-rcoEF_45vPAu6-Gn4g/s1600/createMarkerSetMoBuilder.jpg" imageanchor="1" style="clear: left; float: left; margin-bottom: 1em; margin-right: 1em;"><img border="0" src="https://blogger.googleusercontent.com/img/b/R29vZ2xl/AVvXsEhjfmJnK1ll03iakzNGq0eT5_rfRZDpp2k2RNfPqM9ph0zZbQ8i22GHBY2pDvBGfEjR1k2q72DrQu7ePS81bDGdGDltVAqbeoS1-j0RxPpymR4LtL-hLcoNwjlE-rcoEF_45vPAu6-Gn4g/s1600/createMarkerSetMoBuilder.jpg" /></a></div>
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<a href="https://blogger.googleusercontent.com/img/b/R29vZ2xl/AVvXsEgJkje5vlQ_8dQqo-F-wi6tE-AFfYJgKO-Mw3fSw6H83nZgfTTSEGm1glWKnRmMHw4rkvu_XTUlwEk6TyMnLJDoWvlT7oOkGyQ5pK1OVKF_0oBaz4rd63zCosHYRnENrZoQf_d7Zn6wahE/s1600/dotsLightUpSelectedMoBuilder.jpg" imageanchor="1" style="clear: right; float: right; margin-bottom: 1em; margin-left: 1em;"><img border="0" height="267" src="https://blogger.googleusercontent.com/img/b/R29vZ2xl/AVvXsEgJkje5vlQ_8dQqo-F-wi6tE-AFfYJgKO-Mw3fSw6H83nZgfTTSEGm1glWKnRmMHw4rkvu_XTUlwEk6TyMnLJDoWvlT7oOkGyQ5pK1OVKF_0oBaz4rd63zCosHYRnENrZoQf_d7Zn6wahE/s320/dotsLightUpSelectedMoBuilder.jpg" width="320" /></a>You should notice a bunch of numbers appear over the Actor figure in the Actor Settings. If you click each number you'll notice on the right that there are no markers assigned to them. </div>
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The markers are the motion-capture dots- essentially.</div>
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In the <b>Navigator</b> list, under <b>Scenes,</b> and then <b>C3D:optical</b>, is a long list of all the motion capture dots. They are named accordingly: </div>
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<b>'C3D:[filename]_[dot's identity name]'</b></div>
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They should all have the following names like 'C3D:filename_RPelvis' or 'C3D:filename_STRN'. So long as you labelled the dots correctly in ViconIQ, things should go to plan.</div>
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As Mark found out, 'C3D:yourfilename_RPelvis' isn't necessary for our basic rig structure, so for this purpose you can delete it or just ignore it. I deleted mine so that I didn't accidentally select it when assigning the markers.</div>
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Assinging the Markers</div>
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To make it easier for yourself, change the <b>Display</b> options and tick the <b>X-Ray</b> box. this will show the actor's skeleton and the dots you couldn't see behind the actor. You can see when you select the a dot on the <b>Navigation</b> pane it will highlight green in the<b> Viewer.</b> This will help you determin which dot goes on which body part.</div>
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<a href="https://blogger.googleusercontent.com/img/b/R29vZ2xl/AVvXsEjva7NecdDFf72ojVAY0o0dLi-wRTCEJx9TGgZAbfVcfAEn1eFlgM2fwWAJ0t40RO9CaPQ7TrIscZFqhzjO2EJnJ_14nNCfdQNhOxqinyoHHx9bDGRIlEN-qgTTyc8PHLw4Ultn9VHeyYo/s1600/markerSetMoBuilder01.jpg" imageanchor="1" style="clear: right; float: right; margin-bottom: 1em; margin-left: 1em;"><img border="0" height="122" src="https://blogger.googleusercontent.com/img/b/R29vZ2xl/AVvXsEjva7NecdDFf72ojVAY0o0dLi-wRTCEJx9TGgZAbfVcfAEn1eFlgM2fwWAJ0t40RO9CaPQ7TrIscZFqhzjO2EJnJ_14nNCfdQNhOxqinyoHHx9bDGRIlEN-qgTTyc8PHLw4Ultn9VHeyYo/s320/markerSetMoBuilder01.jpg" width="320" /></a>Simply drag an drop the C3D dot names onto the circles, this is the tricky part, I don't actually know how to undo any accidental drop ons, other than to simply create a new <b>Marker Set</b> and start over. So either be careful or experiment before being serious.</div>
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You're probably wondering what is the best set up for the markers, I can give you a tip. All the dots that are on the tip of joints like 'C3D:filename_RELB' (that stands for Right Elbow), you should bring it down one step and assign that dot to the forearm. Here's a guide to how I did it anyways:</div>
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<a href="https://blogger.googleusercontent.com/img/b/R29vZ2xl/AVvXsEgG2yPHATXAhfk_fNCnkwOYxNjxjaKioQFuRbkwWRQmsq9EjN2lCKccEKNWlm8shYXgU_Ud2raXhpW-801JgaJUkHKQTuAhWOfRsUbKDDc62I_XjrcgP6psbkA6CAFG9wD5TSFXaaepjY8/s1600/selectActiveActorMoBuilder.jpg" imageanchor="1" style="margin-left: 1em; margin-right: 1em;"><img border="0" src="https://blogger.googleusercontent.com/img/b/R29vZ2xl/AVvXsEgG2yPHATXAhfk_fNCnkwOYxNjxjaKioQFuRbkwWRQmsq9EjN2lCKccEKNWlm8shYXgU_Ud2raXhpW-801JgaJUkHKQTuAhWOfRsUbKDDc62I_XjrcgP6psbkA6CAFG9wD5TSFXaaepjY8/s1600/selectActiveActorMoBuilder.jpg" /></a></div>
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<span style="font-size: large;"><u><b>Exporting and Importing Marker Sets </b></u></span></div>
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After all your dots are assigned (make sure there are no overlapping ones like having a dot placed in two marker areas) tickbox '<b>Active</b>'. You'll see the actor stick to the motion-capture data when you play! If everything is fine and dandy, export that marker set: '<b>Marker Set... > Export...</b>' I recommend saving it in the same file as your raw data. It will be saved as a .hik file.</div>
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<b>If things aren't quite right</b>,
like there are some parts that are twisted the wrong way you can go
back and try again, or use the orient tickbox option. Try it, click on
the number area where things are going a bit funny, a list of the dots
you assigned to it will appear on the right, you notice there's also a
tickbox next to each one? Try ticking it and play the animation to see
if that fixes it for you.</div>
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<a href="https://blogger.googleusercontent.com/img/b/R29vZ2xl/AVvXsEixV2F9I7pyPjkir_e46klKFVE7CC1KKx2-w28ZsOFnRPlgdbR00Rb5yAv4GJL3N4IwRcrXglLKDRPGrWIv2UgL3nzf5Sgt_a4B24HOZasyilNWW0Y-ba56mIgrxCGYhxfFGjrWbq88HMk/s1600/ActorAnimMoBuilder01.jpg" imageanchor="1" style="clear: left; float: left; margin-bottom: 1em; margin-right: 1em;"><img border="0" height="408" src="https://blogger.googleusercontent.com/img/b/R29vZ2xl/AVvXsEixV2F9I7pyPjkir_e46klKFVE7CC1KKx2-w28ZsOFnRPlgdbR00Rb5yAv4GJL3N4IwRcrXglLKDRPGrWIv2UgL3nzf5Sgt_a4B24HOZasyilNWW0Y-ba56mIgrxCGYhxfFGjrWbq88HMk/s640/ActorAnimMoBuilder01.jpg" width="640" /></a><u><b>Importing the Marker Set for a New Animation</b></u></div>
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As the above process you will need your animation data and an actor placed into the scene. </div>
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When you import your <b>Marker Set</b>, the picture of the actor will appear with red numbers. The numbers are red because it doesn't know where your dots are, so highlight all your C3D dots under <b>Scene > C3D:optica</b>l and drag them to the area that has a list of '<b><drag here="" object=""></drag></b>'. It will ask you if you want to add multiple objects, accept and the numbers will turn white again. Tickbox 'Active' and you should see the Actor jump straight into the shoes of your motion-capture data!</div>
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<a href="https://blogger.googleusercontent.com/img/b/R29vZ2xl/AVvXsEjFy1PHyGO9VSOkKVj3z4k7QK04oVHj2BL0OZteafPIXX7MactzLRdw0nBEML5FX8gUOnVSKrYEyQU2PisZi-DpjLoXn8odIzsuEDx6GV7aquU2klBWIlYiMhiregA9JHF4DoxZFPkQ_wI/s1600/markerSetMoBuilder02.jpg" imageanchor="1" style="clear: left; float: left; margin-bottom: 1em; margin-right: 1em;"><img border="0" src="https://blogger.googleusercontent.com/img/b/R29vZ2xl/AVvXsEjFy1PHyGO9VSOkKVj3z4k7QK04oVHj2BL0OZteafPIXX7MactzLRdw0nBEML5FX8gUOnVSKrYEyQU2PisZi-DpjLoXn8odIzsuEDx6GV7aquU2klBWIlYiMhiregA9JHF4DoxZFPkQ_wI/s1600/markerSetMoBuilder02.jpg" /></a></div>
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<span style="font-size: large;"><u><b>Bringing in your Character</b></u></span> </div>
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<a href="https://blogger.googleusercontent.com/img/b/R29vZ2xl/AVvXsEjlg5U0zpm1rNFLksfDlHMeGini1JBzbRMYWUi0J_zl1tM55RIuq7Lp3M1U0jO9PM1TpQ8WQUXV_O3BqzfAClTjoqLLZObqNGR4OLlwqhMBkeWN4RUE1y0LNErgNP0F-TA7z1n_PAD4iFU/s1600/sendtomotionbuilder.jpg" imageanchor="1" style="clear: right; float: right; margin-bottom: 1em; margin-left: 1em;"><img border="0" height="229" src="https://blogger.googleusercontent.com/img/b/R29vZ2xl/AVvXsEjlg5U0zpm1rNFLksfDlHMeGini1JBzbRMYWUi0J_zl1tM55RIuq7Lp3M1U0jO9PM1TpQ8WQUXV_O3BqzfAClTjoqLLZObqNGR4OLlwqhMBkeWN4RUE1y0LNErgNP0F-TA7z1n_PAD4iFU/s320/sendtomotionbuilder.jpg" width="320" /></a><b>Take note of your very last animation frame in MotionBuilder. I'll tell you why later. </b><br />
Keeping MotionBuilder open, open up Maya and your rigged character. Mine looks like this. The skeleton comes from the MotionBuilder Characterisation tool plugin in Maya2012, it's not in 2011, just a warning. So when you reimport it back it should be ready to follow the Actor. If it isn't you need to characterise it with the green man on the side to guide you. </div>
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<b>Note: Keep it UNLOCKED</b>. Don't lock it yet, as I found this gave me a few issues. You can lock it later when in MotionBuilder for safety.</div>
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<a href="https://blogger.googleusercontent.com/img/b/R29vZ2xl/AVvXsEiRrpDvPUSn9jz_0vCWsmak2bXHfdvfoq9oWIEm1Rm8SsQ43zkvDnycELO8CZPWXd6I6hiPObqtnayToFvJS0FbhyqWCqyLwvxusxciD2Vc6tAMdahrAbygTGbfKGEjSeItWk0SOvmQkmI/s1600/outlineer.jpg" imageanchor="1" style="clear: right; float: right; margin-bottom: 1em; margin-left: 1em;"><img border="0" height="280" src="https://blogger.googleusercontent.com/img/b/R29vZ2xl/AVvXsEiRrpDvPUSn9jz_0vCWsmak2bXHfdvfoq9oWIEm1Rm8SsQ43zkvDnycELO8CZPWXd6I6hiPObqtnayToFvJS0FbhyqWCqyLwvxusxciD2Vc6tAMdahrAbygTGbfKGEjSeItWk0SOvmQkmI/s320/outlineer.jpg" width="320" /></a> </div>
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I've grouped up my mesh already for easy selection, it doesn't matter if you do this or not, but it saved me a lot of time. Select all your meshes and your rootbone (or in this case the reference point created by the MotionBuilder plugin skeleton).</div>
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So once the mesh and route bone are selected:</div>
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<b>File > Send to MotionBuilder > Add to Current Scene.</b></div>
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<a href="https://blogger.googleusercontent.com/img/b/R29vZ2xl/AVvXsEifleMx2qI2RCdMZP0hk58JHjI2SXDc2vUMP9bdBzl4bRdn-8k6RPlz3bqHfwB8XXCavS7MY4RxD9TZwJl4xaCFAIIQ3XW4UneNbqSfyV7hnZIW_ZlH-BRHr9Uskrv549Ny3RO4uT_eQMI/s1600/CharacterImported01.jpg" imageanchor="1" style="clear: right; float: right; margin-bottom: 1em; margin-left: 1em;"><img border="0" height="242" src="https://blogger.googleusercontent.com/img/b/R29vZ2xl/AVvXsEifleMx2qI2RCdMZP0hk58JHjI2SXDc2vUMP9bdBzl4bRdn-8k6RPlz3bqHfwB8XXCavS7MY4RxD9TZwJl4xaCFAIIQ3XW4UneNbqSfyV7hnZIW_ZlH-BRHr9Uskrv549Ny3RO4uT_eQMI/s320/CharacterImported01.jpg" width="320" /></a>It should update your motionbuilder scene and add your character like so. If your texture didn't come through don't worry about it, you can deal with it later back in Maya. Now the reason you need to take not of your last frame in motionBuilder before importing the character, is because it converts the end frame to the end frame of your imported character, so in this example my animation only played 24 frames. I changed it back by clicking the number on the end of the timeline '24' as shown to the right.<br />
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So now in the <b>Navigator</b>, under <b>Character > Character 1</b> double click it and it will bring up the <b>Character Controls</b> for your character rig. Tickbox <b>'Lock' </b>in the Character Controls.<br />
<a href="https://blogger.googleusercontent.com/img/b/R29vZ2xl/AVvXsEijcOakgsd_PylfQ6id2eCoKv_-4RwjORwSaqtv_9VuniqueBK6Hlou57vrC-QgINPNxnp7sxRBB-Z-vuCYxbAIcOwM6E5sTwAeCH3li3GMuC7PBmC00a7DCbED04uRNsTmv28LuC8zECw/s1600/CharacterImported02.jpg" imageanchor="1" style="clear: left; float: left; margin-bottom: 1em; margin-right: 1em;"><img border="0" height="522" src="https://blogger.googleusercontent.com/img/b/R29vZ2xl/AVvXsEijcOakgsd_PylfQ6id2eCoKv_-4RwjORwSaqtv_9VuniqueBK6Hlou57vrC-QgINPNxnp7sxRBB-Z-vuCYxbAIcOwM6E5sTwAeCH3li3GMuC7PBmC00a7DCbED04uRNsTmv28LuC8zECw/s640/CharacterImported02.jpg" width="640" /></a><br />
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<a href="https://blogger.googleusercontent.com/img/b/R29vZ2xl/AVvXsEjhHR_9pPw_BBigXWVBZ3m0r4If4XThsKjIb0ehMOsuSnIP7cDxx13ox82hO-Ezo0U7o4rdgc3wDMFbobZBKSP62Bcbm4T-2RUHysqg32VKaOyRqgH9VwutaqemKLEbRYCvB3Dt7q8Y7NI/s1600/biped.jpg" imageanchor="1" style="clear: right; float: right; margin-bottom: 1em; margin-left: 1em;"><img border="0" height="133" src="https://blogger.googleusercontent.com/img/b/R29vZ2xl/AVvXsEjhHR_9pPw_BBigXWVBZ3m0r4If4XThsKjIb0ehMOsuSnIP7cDxx13ox82hO-Ezo0U7o4rdgc3wDMFbobZBKSP62Bcbm4T-2RUHysqg32VKaOyRqgH9VwutaqemKLEbRYCvB3Dt7q8Y7NI/s320/biped.jpg" width="320" /></a>Then when a box pops up, click 'Biped' (not entirely sure what this means yet. But now your character is locked and ready to follow the Actor.<br />
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<a href="https://blogger.googleusercontent.com/img/b/R29vZ2xl/AVvXsEgoPvyts0NW_LSGLeno4ly82J3vyznOibFhk1jhTQ0CPacAgG1635eRT6tZzdDyLKyGTo7eA41ehUsrCerOL0h-K9jKi2rA32O5AhDeVyE_Y3StluHb9Oev47_OLayUZtSsZR2NKhWL22U/s1600/CharacterImported03.jpg" imageanchor="1" style="clear: right; float: right; margin-bottom: 1em; margin-left: 1em;"><img border="0" height="221" src="https://blogger.googleusercontent.com/img/b/R29vZ2xl/AVvXsEgoPvyts0NW_LSGLeno4ly82J3vyznOibFhk1jhTQ0CPacAgG1635eRT6tZzdDyLKyGTo7eA41ehUsrCerOL0h-K9jKi2rA32O5AhDeVyE_Y3StluHb9Oev47_OLayUZtSsZR2NKhWL22U/s320/CharacterImported03.jpg" width="320" /></a><br />
Click the <b>blue square icon</b> on the top-left of the man figure in the Character Controls, <b>Source > click tickbox Actor</b>. Now your Character should follow the Actor when you play! </div>
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So if your animation is running as you've planned then brilliant! You can now limit your timeline to the parts you need the most. Aka, cutting of the T-posed parts would be handy and shorten the animation quite a bit. Drag the bar on the timeline to the start point, take not of the frame number and input that into the Start Frame box (below you can see mine is still '1') and do the same for the end.<br />
<a href="https://blogger.googleusercontent.com/img/b/R29vZ2xl/AVvXsEhe80nx5si8hYkUdOVwELYOxuSeFYcFg52_bYDjkUCo8sXgVX3y_kN6asH_wAbKTnqMcGbjFpRKQjNSlmw4VMmcHNn4ATp1mS5klVUoCWqufAV_gTJcmGcYMDA1FfleGTRvia27cUJaBq4/s1600/CharacterImported04.jpg" imageanchor="1" style="clear: left; float: left; margin-bottom: 1em; margin-right: 1em;"><img border="0" height="474" src="https://blogger.googleusercontent.com/img/b/R29vZ2xl/AVvXsEhe80nx5si8hYkUdOVwELYOxuSeFYcFg52_bYDjkUCo8sXgVX3y_kN6asH_wAbKTnqMcGbjFpRKQjNSlmw4VMmcHNn4ATp1mS5klVUoCWqufAV_gTJcmGcYMDA1FfleGTRvia27cUJaBq4/s640/CharacterImported04.jpg" width="640" /></a><br />
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<span style="font-size: large;"><u><b>Baking Animation and Exporting</b></u></span></div>
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<a href="https://blogger.googleusercontent.com/img/b/R29vZ2xl/AVvXsEgw79MVhMMWtBIQdE2gbsSnx1OaMA5aNQrv5TNw_v12rsr1LFvTCoYrSbKT6FD4NdLtGLlluIUeVpNGiY6fnz9MM4Zb7fzCIT-dTxqj5OghJSoJmm8eb3mznBl-78cJz0JPK76oyldwb-I/s1600/bakeSkeletonMoBuilder.jpg" imageanchor="1" style="clear: right; float: right; margin-bottom: 1em; margin-left: 1em;"><img border="0" height="165" src="https://blogger.googleusercontent.com/img/b/R29vZ2xl/AVvXsEgw79MVhMMWtBIQdE2gbsSnx1OaMA5aNQrv5TNw_v12rsr1LFvTCoYrSbKT6FD4NdLtGLlluIUeVpNGiY6fnz9MM4Zb7fzCIT-dTxqj5OghJSoJmm8eb3mznBl-78cJz0JPK76oyldwb-I/s320/bakeSkeletonMoBuilder.jpg" width="320" /></a>When you've got it playing the part you need, it's time to bake that onto your skeleton, don't worry about the actor, he won't be with you for much longer.<br />
<b>Blue Icon> Bake(plot) > Bake(plot) To Skeleton ... </b>and a box should pop up for the settings.<b><br /></b><br />
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<a href="https://blogger.googleusercontent.com/img/b/R29vZ2xl/AVvXsEjFBa-j7mwQkNt5LIVkzclUvn8VkPf36vxfGc3FgVktEYBIRfbzFnA5mcsxhURPH9-NVJ1FukgKY-XvsCDYHybG4vEdwN-m7hMUUayAw2oyUVXuPigtgmSUfe4yZ_4y1lPT5ryc90VKkAU/s1600/bakeSkeletonMoBuilder01.jpg" imageanchor="1" style="clear: right; float: right; margin-bottom: 1em; margin-left: 1em;"><img border="0" src="https://blogger.googleusercontent.com/img/b/R29vZ2xl/AVvXsEjFBa-j7mwQkNt5LIVkzclUvn8VkPf36vxfGc3FgVktEYBIRfbzFnA5mcsxhURPH9-NVJ1FukgKY-XvsCDYHybG4vEdwN-m7hMUUayAw2oyUVXuPigtgmSUfe4yZ_4y1lPT5ryc90VKkAU/s1600/bakeSkeletonMoBuilder01.jpg" /></a><br />
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These are the settings I used. By default it should be 30fps, but I found 24fps is easier to deal with, and matches the default fps in Maya.<br />
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Click 'Plot' and it will bake your animation to the character's skeleton. <br />
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<a href="https://blogger.googleusercontent.com/img/b/R29vZ2xl/AVvXsEh02sMJo1vZz3yfRoa1bmQr8QXNTcTStB3W9CB5fkwxWQz42_Qy8O-1NuKdLGP6paJiSwq_1N9Y9KFo-5pHphgzzjw6tU9A5cMfPpPKyatR7Cfvcz_VRlUEGg43FISOLs_AzwuKVj8Y7xw/s1600/sendtoMaya.jpg" imageanchor="1" style="clear: right; float: right; margin-bottom: 1em; margin-left: 1em;"><img border="0" src="https://blogger.googleusercontent.com/img/b/R29vZ2xl/AVvXsEh02sMJo1vZz3yfRoa1bmQr8QXNTcTStB3W9CB5fkwxWQz42_Qy8O-1NuKdLGP6paJiSwq_1N9Y9KFo-5pHphgzzjw6tU9A5cMfPpPKyatR7Cfvcz_VRlUEGg43FISOLs_AzwuKVj8Y7xw/s1600/sendtoMaya.jpg" /></a></div>
Take it back to Maya as a new scene.<br />
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<b>File > Send to Maya > Send as New Scene</b><br />
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Your animation is present! And you'll notice the keyframes are only between the frames you narrowed the timebar to in MotionBuilder. Reassign your texture if you want to (not that it really matters for UDK), save this as a seperate animation file.<br />
<a href="https://blogger.googleusercontent.com/img/b/R29vZ2xl/AVvXsEjmJDrAsK7JJo1eHfqVy2jqtvT86N5u-6MqLOLOd99xRExWmNZi4q7YgruGPxdpPTYxf1B664r_pYuGtuYfa4a-18uQBlTc5lwJ8gfXGNIA4FG56ZjUITXp0sXHCgvnPoM3pixwAPDYBdI/s1600/sendtoMaya01.jpg" imageanchor="1" style="clear: left; float: left; margin-bottom: 1em; margin-right: 1em;"><img border="0" height="457" src="https://blogger.googleusercontent.com/img/b/R29vZ2xl/AVvXsEjmJDrAsK7JJo1eHfqVy2jqtvT86N5u-6MqLOLOd99xRExWmNZi4q7YgruGPxdpPTYxf1B664r_pYuGtuYfa4a-18uQBlTc5lwJ8gfXGNIA4FG56ZjUITXp0sXHCgvnPoM3pixwAPDYBdI/s640/sendtoMaya01.jpg" width="640" /></a> <br />
You need your animation to start at frame 0, by default it will probably be 0.2 or 1, so alter that number at the end to '0'. <br />
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To move all your keyframes to the beginning, bring up your
Outliner, and shift-select the '+' sign next to your Reference name,
click twice if nothing happens, and all your hierarchy should open up
too. Highlight all your bones and then on the timeline, shift-drag from
the first keyframe to the last. You'll notice it hightlights red and has
two sets of arrows, a pair in the middle of the highlight and and arrow
on each end. Using the arrows in the center drag on the direction, and
it will move everything, drag until you hit 0.<br />
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There. That's everything I can give for now. Now back to my own work! <br />
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<br /></div>Anonymoushttp://www.blogger.com/profile/10515592019780560668noreply@blogger.com0tag:blogger.com,1999:blog-842954781693775437.post-63136499103092957502012-03-11T21:16:00.001-07:002012-03-11T21:28:27.637-07:00Monster Finished!<div dir="ltr" style="text-align: left;" trbidi="on">
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Something I put together to submit to my deviantArt, it displays wireframe too.</div>
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