Sprint 6 Gobby/Robot Riot
This sprint, I started off in a new team! Gobby needed a new rig because the last one had a few issues that needed updates. I began from scratch with the pre-existing arm model by unbinding the ski and replacing the joints. The previous rig had an inconsistent joint orientation that needed to be aligned because every time an axis was rotated, none of the fingers would follow in the same direction. Joint orientation is important because it will determine where the joint will translate/rotate based on its direction. After placing all of the joints, I skinned it to the mesh and smoothed out the weights so that the model moves accordingly to the bones. I also added an extra joint in the elbow so that the point of the elbow stays intact instead of getting lost in the arm whenever the arm bends. This is known as a corrective joint, which helps improve the deformation of the skin when it moves.
The rig was functional now, but I wanted to make sure it was easy for the animator to use! I added controls for almost every joint, so they don't have to select individual joints to keyframe. Additionally, I included some set-driven keys in the attribute editor. Set-driven key is another way of linking one attribute to another. In the wrist control, there's an auto spread and curl action available to the animator if they are looking for a quick way to animate the fingers without having to individually manipulate each joint. That being said, Gobby's arm was ready for animation!
Back to Robot Riot! We finished all of the basic animations for all four robots. What else was there to animate now? An awesome sudden death cut scene of course. There was a Western style level in the game, and I was asked to animate a scene that would play right before Sudden Death happens between the players. I referenced a snippet of this clip for the animation.
They asked that I keep the scene brief (under 10 seconds). So I approached the animation using both methods I previously applied. In the first two camera shots, I went straight to spline when keyframing each pose. Spline is the process of smoothing out each curve between two keyframes. There wasn't much complex movement besides a slight hand twitch and a subtle hover. The most I had to do was offset the keyframe timing to get some overlapping action. In the last shot, I decided to block out the poses to establish key frames and be more precise with timing. I eventually splined the third shot and refined it once I was happy with the movement of Rem and Tanker pointing their guns at each other.
Then it was time to get extra technical again! I added the weapons using constraints. I recently learned from another project that I could keyframe turning on and off constraints. Constraints will usually break if attached to more than one moving object at a time. But the gun had to float with the bots' root control at the same time, so it looked like it was attached to the hovering body rather than floating on its own. I created a hierarchy of three: the gun model at the bottom, a controller to adjust the gun's position, and a locator on top, which is the constraining object. The locator within the gun's hierarchy was attached to Tanker's body and hand simultaneously. Now the locator had two constraint values that could be keyframed. Once Tanker reaches the gun, the body constraint will turn off while the hand constraint turns on. I repeated the same step for Rem's gun and also gave Tanker a cowboy hat that one of the modelers made.
Once it was finished, I imported the animation data into Unity. It was put together in a sequencer and recorded into a full scene. Then finalized in Premiere Pro to add the Sudden Death text.
Sprint 5 Robot Riot
Sprint 4 Robot Riot
Sprint 3 Robot Riot/Leggy
Sprint 2 Leggy
Sprint 1 Leggy
As an animator/rigger for this game there wasn’t a lot I could initially do. I went around the team to get an idea of what kind of tasks everyone was up to and see how I could help. The designer mentioned that the robot arm was going to be built with an IK rig system in Unity. The coders had no clue what IK (Inverse Kinematics) was, so my first task was to do research on the rigging system and figure out how the coders could link it to the player controller. I sent them a couple videos that would explain the mechanics and hopefully help the coders understand what they’re working with.
Over the weekend, I received a placeholder file of Leggy so I could begin the rigging process. The model was not completely done at the time, but the designer and modeler decided to give me a model blockout. That way I’m not on standby waiting for the model to be finalized.
Luckily it was a fast and easy rig! Weight painting was smooth since it’s all hard surface as opposed to blending skin shapes. The controls made in Maya were mainly made to demonstrate the joint movements, which will be driven solely by the player in Unity instead of being animated.