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jrhill Fluffy Bunny of Doom
Joined: 14 Aug 2010 Posts: 18
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Posted: Sat Aug 14, 2010 1:20 pm Post subject: |
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Wow, awesome sculpting, great colors, great shader, great textures...
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Malignus Scholar
Joined: 12 May 2009 Posts: 198
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Posted: Sat Aug 14, 2010 7:37 pm Post subject: |
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Niiiiiiice--that looks great!
On the other hand, it may be a bad idea to set the bar that high for all your other assets, given your time constraints... :S
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BadMrBox Bringer of Apocalypse
Joined: 26 Jun 2002 Posts: 1022 Location: Dark Forest's of Sweden
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Posted: Sat Aug 14, 2010 9:32 pm Post subject: |
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Looking real good. _________________
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Codexus Egg-Sucking Troll Humper
Joined: 14 Aug 2009 Posts: 39 Location: Geneva, Switzerland
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Posted: Sun Aug 15, 2010 12:52 pm Post subject: |
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Malignus wrote: | On the other hand, it may be a bad idea to set the bar that high for all your other assets, given your time constraints... :S |
I'm going to rename my game :"Steampunk boy in the land of untextured cubes, where there is nothing to do"
Actually it might not even be that. So far I'm having trouble getting animation to export from Cinema 4D to Unity.
I first did a simple test with a bending cylinder and it worked, so I then spent time creating a full rig for my character, including hours wasted trying to tweak the skinning (and it still doesn't look right).
Unfortunately once I import the full animated character in Unity, part of the model is missing. Apparently there might be some FBX export problems with the version of Cinema 4D I'm using (R10) but since my initial cylinder test was OK I thought it was going to work.
So today I've got 2 solutions, switch to Blender or try a different method in C4D (that requires redoing yesterday's work almost from scratch anyway).
I should really have tried that with a much simpler character first. :)
And thanks for all the nice comments :D
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Codexus Egg-Sucking Troll Humper
Joined: 14 Aug 2009 Posts: 39 Location: Geneva, Switzerland
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Posted: Mon Aug 16, 2010 10:47 am Post subject: |
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So I did the whole skinning/rigging thing again using c4d's bones instead of joints and now the animation exports to Unity without problem.
I probably overdid the rigging with IK/FK switching controls, sliders to control the feet and a way to constrain the spanner to the hand or its rest position on the belt but that's going to be useful to create the animations.
So far I only have the "idle" done. I hope I can make a decent walk cycle. But it's already awesome to see my character "alive" in Unity :D
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Codexus Egg-Sucking Troll Humper
Joined: 14 Aug 2009 Posts: 39 Location: Geneva, Switzerland
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Posted: Tue Aug 17, 2010 1:54 am Post subject: |
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So more Cinema 4D problems :D lol
So first it kept freezing when using the animation curves editor but fortunately I discovered that this bug only happens when the curves editor is running in a floating window and not when it's docked into the interface.
So I was able to do my walk cycle. However when importing the results into Unity I notices the frame number did not match and I couldn't loop my animation smoothly.
It turns out there is a problem with the FBX file that cinema 4d exports, some frames get repeated or skipped. Fortunately after saving the file in text format and comparing it with what I get with the Blender exporter, I found out that what is basically a search and replace in a text editor can fix the FBX files produced by Cinema 4D!! A few hours were wasted in the process...
Now I just need to turn that into some kind of script or command so that I don't have to it manually and I'll finally have a working art path for my game! (lol)
Here's my walk cycle animation. It's actually the first time I make one:
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jrhill Fluffy Bunny of Doom
Joined: 14 Aug 2010 Posts: 18
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Posted: Tue Aug 17, 2010 6:00 am Post subject: |
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That's really good for a first, man! Head bob, hip sway and everything.
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Jinroh Scholar
Joined: 30 May 2008 Posts: 173 Location: U.S.A.
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Posted: Tue Aug 17, 2010 12:29 pm Post subject: |
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jrhill wrote: | That's really good for a first, man! Head bob, hip sway and everything. |
Yeah that's really great for a first try with a 3D model. ^^ _________________ Mao Mao Games
The wolf and his mate howl, taking solace in the silver moon. Pressing ever foreward to see what the future holds.
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Codexus Egg-Sucking Troll Humper
Joined: 14 Aug 2009 Posts: 39 Location: Geneva, Switzerland
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Posted: Wed Aug 18, 2010 2:13 pm Post subject: |
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It's the final countdooooooown! tu-tu-tuu-tuuu tu-tu-tu--tu-tuuu :)
Well, I should get started then... Mmm, seriously I didn't do much yesterday besides finilazing my fbx fixing script and a few tests, as I was too tired. So now it seems unlikely I'll have a RPG by tonight.
Still, if I can get to something that at least looks like the beginning of a game even if it's not really playable that would be nice...
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jrhill Fluffy Bunny of Doom
Joined: 14 Aug 2010 Posts: 18
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Posted: Wed Aug 18, 2010 11:18 pm Post subject: |
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Go go go!
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Codexus Egg-Sucking Troll Humper
Joined: 14 Aug 2009 Posts: 39 Location: Geneva, Switzerland
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Posted: Thu Aug 19, 2010 3:47 am Post subject: |
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All right, it's 5:30 am, time to admit defeat and go to bed.
Here's my 10 days worth of work ^__^" (lol, that's pathetic)
"Play" it in your browser with the Unity plugin
Use cursors keys or WASD to walk around an empty room. You can't do anything, you can't die... except of boredom. :)
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RampantCoyote Demon Hunter
Joined: 16 May 2006 Posts: 546 Location: Salt Lake City, Utah
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Posted: Thu Aug 19, 2010 4:49 am Post subject: |
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It looks good at least! Like a great start! _________________ Tales of the Rampant Coyote - Old-School Game Developer talks Indie Games, RPGs, and the Games Biz
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Codexus Egg-Sucking Troll Humper
Joined: 14 Aug 2009 Posts: 39 Location: Geneva, Switzerland
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Posted: Fri Aug 20, 2010 12:10 am Post subject: |
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It's time for a Post-Mortem from the Crypt sort of thing!
I quickly realized that my character was going to take too much time and that my idea was way too big. For a week long project, I really shouldn't aim at anything more ambitious than for 48 hours one. There is just a little less pressure and more time for polish but not really for a much more complex game.
But I'm still glad I chose to continue with my model. While I have tried to make one or two characters before, I never really finished them (if you don't count the kind of blobs and stick figures that I use for 48h games). This time I was able to go from concept to animated in-game and that's really great as it's something I've always wanted to do but I was too lazy to actually do it.
Summary of how I used my time:
Day 1: Concept drawing
Day 2: Starting to model (first time using Modo, lost time due to that)
Day 3: Finishing the modeling
Day 4: Watched Doctor Who instead of working ;)
Day 5: Made the textures
Day 6: Skinning / Rigging (but unfortunately the method I used didn't work for exporting to Unity)
Day 7: Had to restart the rigging from scratch / Starting to animate
Day 8: More software problems / export is still not working properly / Animated the walk cycle
Day 9: Made a script to fix the exported files / Rest
Day 10: Created the room environment / Character and camera controls in Unity
So basically I lost a lot of time figuring out how to do things but that should really help me for the LD48 this week-end and I should be able to make much simpler animated characters for my game now that I have solved all the technical problems. Unfortunately I didn't get much Unity practice and I should really spend more time learning the engine.
Also I will continue this project as I'm motivated to do something with my new character and I find the idea inspiring. :)
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