Monday, January 15, 2024

Three Point Lighting Set Up

Glykon Lighting Setup

Neutral / White Lighting
 
Colored Coded Lighting (Red = Key, Green = Fill, Blue  = Rim)

Henri IV Lighting Setup

Neutral / White Lighting

Colored Coded Lighting (Red = Key, Green = Fill, Blue  = Rim)


Thursday, November 30, 2023

Stranger Things VR Final

This week I finalized the full IK/FK for the Demogorgon at the beginning of the week so our animator could get final animations in game. I skinned the new retopologized Demogorgon model to the base skeleton when I received it. It required some minor tweaking to the joint positions, so I also handled the animation retargeting in Unreal.

Additionally, I fixed some outstanding bugs from previous weeks.

I added a unique hand grasp pose for when the player grabs nothing as the 'psychic' pose we had as default didn't provide enough feedback and confused some players.

I fixed the animation mirroring issue that previously occurred when grabbing objects with a unique animation that caused both hands to animate simultaneously.

I fixed the nav-mesh where the player was unable to teleport between certain objects as well as adding a no teleport zone where the Demogorgon spawns to alleviate some camera clipping.

I fixed the Demogorgon animations and animation blueprint for clipping into the wall, clipping itself, and allowing the hurt animation to play even while the player is in its sensing radius.





Thursday, November 16, 2023

Interactive Character First Pass

 This week I created the FK skeleton and rig for the Demogorgon early in the week so our animator could start working as early as possible. I started work on the full IK/FK functionality of the rig, but did finish it before making this post.

Additionally, I made some minor changes to the project such as increasing the size of the dice slightly to make them easier to see and grab, fixing the angle of the player hands, and adjusting the lighting done by other team members.

I made some progress in fixing my unused snap code from last week, but did not keep it for this submission as it seemed to cause issues with the other snapping objects.





Thursday, November 9, 2023

VR Hands (Final Pass)

This week I completely rebuilt the hand skeleton and rig in accordance with the new mesh. The new rig includes meta-carpal control, keyable meta-carpal channels, and keyable finger curl channels in addition to the basic FK rig. I auto-skinned the hands initially to pass them on to the animator while I worked on the final skinning.

Prior to replacing the hands I got the props grabbing in place with socket-based snapping. When the skeleton was replaced the new sockets did not seem to behave in the same way and we were unable to replicate it in the given time, so we switched back to the "snap" type on the grab component.

I made a second VR Pawn and Animation Blueprint that worked in conjunction with my snapping, but it was obsolete given other fixes, so we continued using the original blueprints.