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Showing posts from November, 2015

Art Pipeline Rework

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This actually happen couple weeks ago but due to putting everything being put in the wiki the art lead had to transfer the pipeline documents onto the wiki. We added some new things to the pipeline like mocap requirements, reworked some of the requirements that was already in the document. Also we added guidelines for concept. Because we did it in short time a lot of things we wanted to add did not get implemented in. I think in the next sprint 0 we should start adding those things in.

Understanding Terrain

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When thinking about terrain i think of natural elements that are neutral on the battlefield. But looking further into terrain it more to it it multi-layered and could hinder other armies. Many models in the Citadel scenery range have a datasheet that provides the information you will need to know in order to use them in your games. creating terrain datasheets was pretty fun to make even though I didn't make many. What I learn from was that there different types of terrain and not all terrain get datasheets.

Finishing up Animations

With the animations completed I have to next get them the game engine through the art pipeline. this was my first time dealing with mocap animations and I learned a lot about the biped system that I didn't know before. what I could've done differently was worked with the designers and programmers more for input on what animations was needed in detail.

Understanding the Special Rules

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A special rule might improve a model’s chances of causing damage by granting it poisoned weapons or a boost to its Strength.Whenever a creature or weapon has an ability that breaks or bends one of the main game rules, it is represented by a special rule. which can affect how objective cards, play Conversely, a special rule may improve a model’s survivability by granting it resistance to pain, or the ability to regrow damaged flesh.

Growing Pains

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After I figured that motionbuilder wasn't going to work I asked a couple of my animation instructor for help. He showed me an easier way to put the mocap data on models with effecting the structure and the skinning of the model. All I had to do was save the raw mocap data as a BIP file and import the saved Bip file into the model biped. That save a whole lot of time. After that i was about 60% done with the preferred mocap files.

Gods of Swamp

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After I was the lucky guy to play against the teacher's assistant, I lost by the way, using the feedback I change a lot of things in my first scenario "Gods Of The Swamp" I didn't touch my other two because I didn't feel confident in them. the changes I made was in the deployment zone, I was told that one of the zones was to big and the other was to small. The fog fight didn't make sense so redid it, I pretty much redid everything from first turn to victory conditions.

Motionbuilder: another possible solution

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While searching the internet I found an tutorial on youtube that allows you to import mocap in the form of an fbx file type, not bvh on to any mesh no matter the size and it will adjust the model accordingly with the animation. this would help speed up the time but the computers at school and my PC did not have the right option (3ds max biped template) for what the tutorial had.