Weekly 9 Running Edit
This week the team are working on our animations and the unreal import. The unreal import has started to find a good groove. The dynamic will be me and the layout artist splitting the workload for the shots. she ahs been working on lighting adjustments and filters for a darker tone. Once we get a look we like the file will be copied onto my unreal and I'll take shots to render and position. There was also a model bug which has been fixed and a import error where props don't move which was an easy fix. As simple as baking the animation
For my shot I was now able to hunker down on my shot. I started working on the cop and finding out a more interesting action he can take instead of just standing there before he gestures for the ramen. I also figured out the ramen cup issue as well as the fork and noodle issue. I had to combine the meshes in the original file and not delete the history. other wise the cup would spawn at 0, 0. The forks were duplicated before in the outliner so it wouldn't alembic cache. This time I duplicated the reference in the reference editor. This seemed to fix the alembic export issue I was having. I then repositioned them and baked their animations. The keys where the noodles were not supposed to be on the fork were deleted and positioned in their feet in 1 frame so we have no visibility issue or geo issue when positioning. Sam's face controls are missing though so I have no idea what to do.Finally the compilation. I gathered all the shots a requested playblasts this time. After all the shots were downloaded I positioned them into place fixed the scales and retimed the shot information to fit. One of the animators shortened his shot to prolong his running animation. The unreal renders were also exported for review along with it.



Comments
Post a Comment