direct study weekly report(Jan18-Jan24)

Brief summary

  1. set up characters with standard animation pack
  2. handle user inputs and parse input to control the actual movement

Key activity

This week I manage to set up characters with standard animation pack which can handle keyboard events and parse it to control actual movement. First I create demo skeleton animation using unreal engine editor. As fig1, I can change speed and scale axis range. Then I link different animation sequence together by the defined transition rules.

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edit skeleton animation

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arrange animation sequence

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add transition rules

Reference

To do

  • set up the character using Andrew’s assets

direct study weekly report (Jan11-Jan17)

Brief summary

  1. static mesh pipeline 
  2. getting started with Daz3d and Unreal Engine

Key activity

This week I am working on FBX animation pipeline with Unreal Engine4.6. There are three methods of import fbx files in UE, static mesh, skeletal mesh and animation options. The problem is all the textures should be a power of two. So I edited the textures in photoshop manually and reassigned them to the model. (I have no idea how to automatically change the textures.) Then it looks good in UE.

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model in Maya

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mesh in UE without textures

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finally get textures on

I also try to import the skeleton and see if it can works on other models. But unfortunately the size of the model is not the same.

Issue

  • all the textures should be a power of two
  • can’t get skeleton work on other models

Reference

To do

  • modify textures in batch processing
  • animation pipeline