Categories: "Work"

Floating Character Rig


While working on the heavy character rig I started on the floating character's rig, which took no time at all after doing two previous ones.

He is very different in bone structure to the other models, as his movements are less complex and more flowing and elegant.


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Caryn is now alternating between the final neutral animations, the heavy character and now the floating character.


I would like to point out that the texture on the character is completely unfinished, and is a very old version of it.

Heavy Character Rig


After finding out we will be able to get changeable characters in our game, thanks to our programmer. The heavy character got rigged quickly so that animating could start being carried out.

Below is a video showing the controls of the rig with its texture applied.


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As you can see his rig is quite similar to the neutral character, with the slight changes being a fat control on his tummy and no face control. Caryn is now busy animating him so expect some animations on here soon.

Character Changes working in Unreal 3


We have recently jumped a huge step in our game, mainly because our programmer Rachel Cordone sent us some script which allows us to have changeable characters from trigger points. Below is a small video just showing what it allows us to do.

It is currently using the unreal defaults, but we are getting our characters in at this present time with her help. Although as you should be able to see with the run through that each character that the test changes to has their own speed and abilities.


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The first character can run very fast and jump, where as the second character cannot jump and is much slower, and then the third character is even slower and cannot jump either.
It is just amazing what she has given us, as without her we may have been in a bit of a sticky situation.

SK Gaming


Over a month ago now at University we had the lovely Lawrence Philips come in and give a quick talk on SK Gaming, and the joys of competitive gaming. From this he wanted some writers for a new consoles section that was appearing on the site.


I was very eager to help as I've written for websites before, but none that that receive as many visitors that SK do.


I have of course been quite busy with my final year project, along with Lash La Rue, my dissertation and having to work. But I finally wrote my first article for SK gaming.


Following the announcement of Max Payne 3 being in development by Rockstar Games I felt it to be quite fit to write up a news entry on it, not only being a console game, but while the Max Payne series are a very well known string of PC games.


Being quite sad I took a screenshot of my entry on the website on the front page, I was quite happy with it and only look forward to writing more for SK, I'm constantly trawling the internet for interesting articles to post up.


Yay first article

Graduate show


I shall be doing a few entries on my upcoming graduate show, although not too many to ruin any surprises that we have in store. My year has teamed together and divided work up so that we can try to create a memorable graduate show that will attract hopefully some attention.


I'm have volunteered for being in charge of sending out invitations and food (so I'm getting invitations and stickers printed very soon!), I'm very happy to of taken care of these tasks, my sister Charlotte is also hoping to help me out with food as we both enjoy cooking. As I would prefer that our graduate show has a more homemade feel, as opposed to food straight out of a packet which can be bland in taste.


The show is not until the 29th of May, but we intend to start sending out invites very soon, along with the website which is soon to go live. Until then I won't spoil any surprises to what the graduate show is to entail, other than showing this image that Debbie has drawn for it.


Monster attack

Whiteboxing tests


Through the duration of the production of Void I started carrying out tests with the material editor in the engine, fiddling about with practice textures, and altering them with expressions in the material editor.


Through various testings I came up with a test room for the Anemone Sea, as you can see in the video below.


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One instance that I am still toying with is that if you notice when further away from the orange pads they change in colour, from this I am trying to change the colours to which they are affected by shadows. Where as at this current time they gain a greenish tint.


I had since then put together the Emerald Cavern, and am currently still putting it together, changing meshes, sounds and defaults.


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Nice finished off Rig


Since we started production of the Void project I had only been assigned one task, it makes me feel really bad that I spent so long on it, but it was due to changes each week that I continued on developing it.

I had the task of getting the neutral character rigged, it has gone through many iterations. It started very very simple, but has progressed to a more complex rig.


Which has finally led it to look like this





With the two original designs of the rig, I was unaware of controls and manipulators, all I had previously done in the past was a couple of IK handles and a spline curve, and been told about IK FK Blends by a nice person from Blitz.

Although after going through different steps I then created a good rig which works in the engine. The video above shows it when it wasn't working in the engine, due to an unknown reason. This caused me to have to start the rig from scratch. But it then meant that every step I did with the rig now was tested after being added. So to insure that it didn't have any further problems. If it did I could then go back a stage. I now realise unreal needs tests done constantly as it seems like quite a fragile engine.


Either way you look at it, Unreal has made me more aware of the chances of problems. previously I would save a few different files, but now with each iteration it means if anything is to go wrong, I just have to look for the right file.


We now have a nice rigged character, and Caryn is busy animating it.


Also if anyone is wondering, the Unreal 3 engine does not run on a Dell mini 9, so now I have to figure out another way to take our current game about.


Must also say I really like the movement in the problem rig, makes me think of World Record.

Guess what is finally out of the way?


You probably didn't guess anything, but my dissertation is now finished, it was actually finished last week, but it was only printed and bound today. I put a lot of effort and heart into those 9000 words excluding quotes.




I wouldn't normally blog about something like this but I was just too happy to be holding it in my hands knowing it was finished.

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