We’re almost done with the semester! That means we are the verge of insanity trying to get this game presentation ready. I’ve animated all the motions for our character, but I’ve had MAJOR issues in exporting it properly from Maya as an FBX file and then importing it into Unity.
Once its in Unity as an FBX file, the mesh is there and it detects an animation, but the mesh does not animate. I’ve tried SO many things to fix it. I was almost able to fix it by exporting a re-skinned sample animation of the character as a 2009 FBX version. Doing that made my sample animation viewable in Unity, but I was not able to duplicate what I did to an animation I actually wanted to use for the game. If any one can offer a solution I can provide a more detailed description of the problem.
Any who! Here’s proof that we have him animated. He’s patiently waiting to be put into the game.
And
UPDATE: Immediately after posting this I solved the problem :). We’ll be updating later with the imported animations into the game.
So this guy has given me SO much trouble. It’s been a while since I’ve rigged a model up, so I have been relearning the whole process along the way. He’s not ready to be put into our game, but I wanted to show you guys what he looks like posed. So here he is!
He’s looking good and has a skeleton! Though he is not skinned yet. I was having trouble skinning the character, otherwise he’d be done and animated for the game already. I should have this problem fixed by Tuesday (4/14) though. Once he’s done we’ll apply the MoCap data we recorded a couple weeks ago and put him into the game!
By the end of this week, we will have our Jackalope character completely modeled and rigged.
Last week, Lindsay and I got to work on recording some motion capture data for our character animations. It was a lot of fun and a bit of a work out for Lindsay since she was in the MoCap suit.
We recorded some idle stances, punches, kicks, and special moves. We tried to capture some running data but the space was too small to do any running while being recorded.
With the ability to record any MoCap, we can now have some realistic movements to our characters.
Heres a sneak peak to what we did. I had no idea how to do a screen cast with the computer I was on so I took video with my phone, so please excuse the poor quality.