Game Capture:
VR Storyboard:
Personal Portfolio:
Miro Board:
Game Capture:
VR Storyboard:
Personal Portfolio:
Miro Board:
This week I focused on animations: I have completed the animations I have started last week adding some details such as the fingers/feathers movements and the eyes too.
I have also created the idle movement for seagull a as well for him to move when is not busy in particular actions. I made the bounce of the body of the character sync with the theme song designed by the BA sound design students.
I after set up the new scenes to be animated creating new animation layers to be assigned to each control that I will b e using.
I would always animate the two characters one at a time to keep things organised
This is a playblast video of all the interactions I have worked on so far
This is the next interaction I have worked on set on the pier. for this animation I also used the voice recorded they are going to be played in the game. As always I start by assigning each control to a different animation layer for different for each character.
I also use the story script to get more detailed information about the context of the animations I was working on.
the following is a playblast video for the interaction 6 set in the pier after that the player has played the mini game where he has to get as many ice cream as he or she can.
For this scene we also needed a child crying since that all the ice creams fro the cart were eaten by the player and the seagulls so I have used a child from the university library and animated a child crying.
This is a first gameplay captures with the incorporated animation as well
I have also created a fly animation for the seagulls which might be needed for transitions in between scenes.
Unfortunately we had some issues with the mesh of seagull A in unity, even though we tried different techniques but none of them gave the desired result. It could be a problem of computing power or a defect of the program, because for the other seagull everything worked as it was supposed to using the same techniques (Convert a smooth mesh preview to polygons).
Animation
This week I started the animation and since we are going to be using the animation layers I have done some research to understand better how do they work. I have found this video which O have found very explicative:
Following what I had just learned on the video I have started the idle animation for seagull B, assigning to each part that needed animation an animation layer:
I also imported the sound of the game inspired from spongebob theme song to sync the idle of the character to the music. On each animation layer I assigned a different key colour to differentiate them and also attached each control (wings, neck, body) to the correct layer.
I then started animating the seagull according to the inspiration I used as a reference which is the “Finding nemo” seagulls from the film (As I showed in the previous weeks). This is the final video:
Speech Bubbles
This week I also created the speech bubbles for the dialogues for the game according to the design made by Esme: for the black outlines I have used a cylinder extruded the top and bottom faces and edited the vertices to create a wavy frame for the speed bubbles; For the white background I have flattened a smoothed cube polygon and finally created a 3d text (ink free) which resembles the texts used in comics. I after animated the different components so that they would float around at different rates.
Player wing update
I also rearranged the player wing model according to the outliner hierarchy which works in the fox export for unity: the geometry, the controls and the joint should be individual parts of the same group.
Eye blink solution
The previous process I had created for the eye to blink (set driven key) was working fine when the character was in the position I had set the keys into, however when the body of the neck control position changed the eye blink would not work as well. Instead I thought of another way still employing the set driver key tool Which I have used and came up with in another project (the cat project): this time I have created another set of eyelids but closed, I have created two sets of attributes in the eyes controls, one for the open lids and one for the closed ones; I have saved the visibility of the eyelids instead of they rotation, so that when both the attributed are on to 1 the closed eyes would show and when the attributed are set on 0 the open eyelids would show.
Animations
This week I also started animating the interactions occurring in the game where the two seagulls talk to each other and to the player too: I have followed the animation layer video as before to assign to each control of each seagull an animation layer to work on and to keep everything organised. I have imported in one scene, which in this case is the Beach interaction 3 (according to the animation shot list), all the assets: the speech bubbles and the two seagulls an started animating the seagulls according to what they are saying in the scene also using the script as a reference especially since movements are included.
These are all the animation layers I have been working on
these are the animation which I will further clean up:
During this week meeting we talked about the final developments to take care of in order to close-up the project:
The students from BA Sound Design shared some more sounds they have been working on both ambient and action/effect sound.
The VR group members demonstrated the part of the game they have been developing, and they let us play the game in VR as well.
This is the to do list that we came up with for next week meeting:
The game is going to feature a child crying since that the seagulls stole the ice cream
I have used a model from the University library to animate
Since that the movement is going to be looped I created a second long animation with a very emphasised action showing how much the child is disappointed and sad about not having ice cream. I have also made him point to a direction since that, in the game, he is going to call his dad to tell him that the seagulls stole the ice cream.
This week I have also created a grab animation for the player wing to complete the actions in the game
Esme added more joint to the legs rig to create walk circles and also integrated a knee pole using the pole vector constraint; she also included in the attributes of the feet roll controls and toes roll control so that the paws could roll as well which will facilitate a walk cycle. She shared the new rig with me and I after binded the mesh to it.
After binding the skin I started do the skin weight concentrating on the legs first: part of the leg joint influenced the body as well so I made sure that it did not happen.
After I focused on the wings starting from the base making sure that they did not have any influence on the body
Regarding the fingers/feathers of the model I edit the influential of each individual feather focusing especially on the thumb and index to make them separated. To be much more detailed I selected the individual vertices of the feathers mesh and flood the skin weight
I then checked if everything was working fine with the rigs and I noticed that the set driven keys I had previously created weren’t working anymore so I created them back:
first for the fingers to make them curl separately
then for the bottom beak to making it close and also for the eyelids to create an eye blink
Export into Unity experimentation
When exporting the rigged model at first that was the result however that was due to the fact that the history of the mesh was not deleted. However, after figuring this out the mesh was showing but it wasn’t attaching to the rig but the animation existed in the Unity file. Esme did a test export with an animated boney character and that worked. So she replicated the outliner the structure of the groups and replicated it for the seagulls. Then baked the animation onto the rig group, and the animation has to be created on an animation layer as well.
During this week seminar we split in groups and discussed together the following question according to our project:
If you were to remove one element from each of your projects completely how would this affect the work?
This was the board we added the different answer for the question for each group:
This is the question diagram for my project: the project would not work if we are to remove the speech bubbles for the dialogue since in VR they are essential for the player comprehension and comedy effect. the project would also work differently if we used Unreal engine instead of unity for developing the VR game.
During this week meeting we discussed the following topics:
VR Storyboard
This week we created aversion of the “traditional” storyboards I have created on VR. Esme and I never used VR before so it was challenging but a very good experience especially to better get acquainted with the software and how the overall VR experience work.
This is a time lapse video from the VR storyboards that Esme and I work on with the help of Callum.
This the full VR storyboard video
Animation
Esme created an animation list to help plan better the “shots” for the VR environments and scenarios. Actually we thought that the final rigs should be first imported into unity scaled down according to the environments and after we are going to import everything back to maya so that we have a frame of reference especially for the parts where they have to interact with objects in the scene.
This is and edited version of the idle movements that the seagulls are going to do when not involved in any specific action, I though that the lower part of the body was not involved as much as the first part so I added this to the animation:
seagull 2 idle movement
Following the firsts seagull idle animation I also experimented with the second seagull adding slightly different moves to convey their difference personalities
Speech Bubble Animation Experimentation
I experimented with the design and the animation for the comedy sketches for the VR experience this week I have used simple cubes and spheres polygons to start with and duplicated the and deleted the middle faces to create an outline to create a minimal but clear design
This speech bubble version resembles also one of the most famous shapes used in comics I have also added an animation to make it appeared gradually
Following the comics way of communicating I also thought that to simulate a similar scenario for sounds effects and reactions we could use this type of speech bubbles along with those used for “normal dialogue” and sentences
Player wing/hand
Since the player is going to be a seagull himself or herself I have designed a wing version that would match the controllers in VR using the part of the wing that functions as a hand
Summary of your work (Seagull project)
I personally took care of the initial designs for the seagulls, the environments designs, the seagulls models and rigging, the animation of them (with Esme), the storyboards, and the VR storyboards (with Esme and Cal)
What does the work aim to achieve?
Target users/audience
Plans and timelines
This week two students from the BA Sound Design course joined our project to help implement the sound for the VR games. The following is a list of sounds we will need:
Regarding the animation, we agreed with them that the music especially the on e to be played in the background as the narrative develops will be on 4/4 ( With four steady beats in each measure, it provides for a very stable rhythm).
We also asked if they could import the seagulls rigs into unity where they would scale and put them into the environment so that we would imported back to maya with the environment so that we would have a clearer idea of the spatial areas of each scenario.
We also created a to do list as we do in every meeting: