29/10/2015

Carnotaurus Retopology Progress


[Animation] Video reference, Animation and Rigging

Posh walk front
Sliding from side
Sliding from front
Sliding from Side
Sliding from front
T-Rex run from side
T-Rex from side
Posh run side
T-Rex run front

Carno Run



So these are some ideas for roughly the characteristic that the dinosaurs will run with, the Carnotaurus run with a posh upper class run (yes im aware of how stupid they look). The T-Rex runs like a kid thinking hes an aeroplane so strafing side to side, obviously when i do the animations he wont strafe otherwise that would annoy whom ever is controlling him so will just make his upper body twist side to side.









This is a tutorial series that i was following so that i could create an FK/IK right which would allow me to switch between the two while i animate them. i was quite successful in following the series but i messed up at the start which effected the whole thing but i made note of it for when i go to do the proper rig for each Dino.

Animation




These are some practice animations the one at the top is OK BUT the bottom one is NO where near finished its just a VERY ROUGH out of what it might be in NO WHERE NEAR a finished product. Adam also suggested to change it as hes a bit too up right so that will be fixed.



Final Gantt chart





28/10/2015

Carnotaurus Sculpt

The Carnotaurus sculpt is pretty much done aside from facial characteristics, I will do this in Maya as I'm not very skilled or quick in Zbrush. Retopology will begin tomorrow.

Editing Vehicle movement

I had a guy from Mechanical Engineering in yesterday.

tldr: change these

26/10/2015

Weekly Targets

Mike - Video reference - walk/run/idle (human/animal)
Adam - Environment concepts / final
Rhys - AI logic + starting behavior (include AI in race time and starting race logic, begin looking at behaviors)
Jenna - Proxy Mesh - Zbrush sculpt


Updated naming conventions

Example

  • Vol_LargeRock_003_SM



Engine
Blueprints
Maps
Models
Textures
Animations
Sound
Effects

Models:
Environment:
Jungle
Salt Flat
VOlcano
Beach
Example asset: Vol_BigRock_003_SM

Character:
Carnotaurus
Rex

Example Names:
Rex_Model_001_SM
Carrn_Skeleton_001_SKM

Textures:
Environment
Jungle
>Materials
Beach
>Matrials
Volcano
>Materials
SaltFlat
>Materials

Example Name:
Beach_Sand_001_T
Beach_Sand_001_M

Character
Rex
>Materials
Carno
>Materials

Example Name:
Rex_Head_001_T
Carno_Body_001_M

Blueprints:
Character
Environment
AI
Game

Character:
Rex
>Rex Components
Carno
>Carno Components

Environemtn:
Volcano
SaltFlat
Beach
Jungle

AI:
Behaviour
AI Components

Game:

Example Blueprints:
AIRacer_BT
Carno_Character_BP
Rex_Animation_BP
JK_GameMode
JK_Checkpoint_BP
Carno_Controller_BP

Animation:
Character
Rex
Carno

Rex:
-BlendSpace
>Walk
>Run
>Stuff

Carno:
-Base Folder
-WAlk
-Run
-Stuff

Rex_Walk_001_Anim
Carno_IdleWalkRun_001_BlendSpace


Sound
>Environment Sound
Jungle
SaltFlat
Volcano
Beach
>Character Sound
Rex
Carno

Effects
Water
Particles

Carnotaurus Pre Sculpt

Started the Carno quick model, no details for ZBrush import


New Gantt chart

This is still a work in progress but this will hopefully work better as a much for in depth Gantt chart, this will be the main chart that we can refer to. This however will be broken into smaller individual Gantt charts which each member will have their own designated one

Continuing the style for the foliage



Notes from Friday 23rd october

Comments

General

  • New Gantt chart with all the work broken down 
  • Show how the Gantt chart has been modified over the year
  • Flow charts of peoples work
  • Ernest Adam book to help solve balancing 
  • Update google drive to adhere to Rhys engine organisation
  • Each member should have a copy of the Engine organisation somewhere on their computer so they can refer to it before uploading work
  • Update and rewrite game design document to match work done over the year
Animation
  • Record video of Animation act out all of the dinosaurs behavior
  • Do the main Animations first such as Run, walk, stopping
  • Look at 1930s cartoon how each character represents themselves example Jessica rabbit, Jafar Groucho Marx
Character Concept 
  • Change Reference drawing default pose from standard to how he will look in game ie Carnosaurus acting upper class
Environment Concepting 
  • Needs to add color to Environment concepts
  • Color theory poster are up on the wall of the AA108B 
  • Don't try and copy examples that the lecturers have given you use it and make it your own
Engine
  • Set up scale for all assets so everything is scaled correctly
  • How are we delivering this game discuss IOS 
This is just the information i made a note of when the lecturers were discussing our work, they didn't put any work to improve on by next time but this is useful information so i made sure to remember it. obviously i might have missed some bits so if you can think of anything i messed from the Friday review please update this information. 

22/10/2015

[Animation] Some Ideas for idles

Just an idea for some idles for the dinosaurs basically the first section is just him scratching himself in a similar fashion to a cat scratching himself with his front paw. The second animation is a little more cartoon style with the dinosaur sticking its tongue out and waving it back and forth.

what I'm noticing with this rig is that in some places I need to add more bones because it will make the animations work better. so i will create a new rig next week and that hopefully shall be the Base rig on which all Dinosaurs will have as their skeleton just adjusted slightly for different length limbs and such.

[Animation] Character Behavior and Balancing

Even though this video has the the two singing you kinda get the idea that Rita (cat) moves very graciously bouncing from box to box without causing any damage. however Runt (dog) basically charges head first into a wall and hes quite a bit dim, so Jen and I had a thought that perhaps we could you this for the T-Rex and Carnosaurus to work out their balancing. so basically it would look like this

T-Rex

  • High top speed 
  • Low Handling
  • Low acceleration
Carnosaurus

  • Low top speed
  • High Handling
  • Low acceleration
Allosaurus
  • Medium top speed
  • Medium handling
  • Medium acceleration
so we conducted a studying using Mario kart and sub weight for control we found that even though they were all respectfully different in terms of acceleration, handling and top speed. they all finished within the same window of time their was only a few seconds between them. we did the same track and same driver so eliminate any anomalies that could be caused by the changing driver and track such as skill level and knowledge of the track video below




just to back up these results from Mario kart we also used Sonic all star racing just to see if their was any difference in their balancing of the carts. once again using same track and same driver.

Sonic car
  • Top speed 5/5
  • Acceleration 2/5
  • Handling 3/5
Tails Car
  • Top speed 2/5
  • Acceleration 3/5
  • Handling 5/5
Knuckles car
  • Top speed 3/5
  • Acceleration 3/5
  • Handling 3/5
Fastest lap was done with Knuckles
Sonic: 00:54:982
Tail: 00:55:149
Knuckles: 00:54:149

So even though their all pretty different in terms of their attributes they were all within a second of each other
  

Basic AI Video


20/10/2015

Engine File Structure and Naming Conventions

Naming Conventions for in Engine, rename add these tags to the assets and remove the JK_ prefix and the initials suffix (that is only needed for out of engine sorting).

Example naming convention in engine:
SM_Env_Rock_V1

Adhere to this when you put stuff in engine.

Naming Conventions:

User Interface; UI_
Vehicles: VH_
Blueprints: BP_
Skeletal Mesh: SK_
Static Mesh: SM_
Particle System: PS_
Sound: S_
Sound Cue: SC_
Material: M_
Material Instance: MI_
Material Function: MF_
Texture: T_
Physical Material: PM_
Enumerators: Enum_
Structures: Struct_

Suffixes:
Texture Suffixes:
_BC : Base Colour
_MT: Metallic
_S: Specular
_R: Roughness
_DP: Displacement
_AO: Ambient Occlusion
_H: Height Map
_FM: Flow Map
_L: Light Map
_M: Mask

Mesh Suffixes:
_P: Physics

Animations:
_BlendSpace: Blend Space
_AnimBlueprint: Animation Blueprint


File Structure:































Everything is color coded depending on what is in the folder.
Blueprints are blue
Playable Character related folders are yellow
Sedan related folders are pink
    AI related folders are purple
    Models are red
    Textures are green


19/10/2015

Project Supervision notes

Issues discussed at meeting:
Naming Conventions:

  • Folders
  • Files
  • Prefixes for games assets
  • Post fixes for all file types
Consider Character personalities to vehicle behavior
think balancing:
  • Handling
  • Speed
  • Acceleration
  • Braking
Student action before next meeting
Rhys: AI development - looping nodes
Adam: perspective concepts, sync styles
Jenna: sync styles, character ref sheets (2 primary)
Michael: Animations reference videos, quick ideas for idles following the Reference videos character behavior


[Animation] Reference Video for cartoon animals


A good example of cartoon styled horse showing some funny and unusual animations. The horse featured in this could work very well as to help me get a good idea on how to add an interesting and comical aspects to a character.

  
The horses in this gives some interesting characters and personalities, another interesting example
 I will take a 2 or 3 of these interesting characteristic from either these videos, or the videos in tomorrow post and create some quick animations for potential idles of the dinosaurs. get an idea if that what were going for or whether its in the completely wrong idea. the first animation will be done by Wednesday and the second and maybe third on Thursday. 

Volcano Track V2 Finished - Perspective Concept Art

New Map Design