My progress as I learned foundational skills in character animation through Autodesk Maya, and then how to translate those animations to a playable character in Unreal Engine 4.

CHARACTER ANIMATION IN UNREAL

FINAL PROJECT

MOTION CAPTURE

Taught how to use motion capture (MOCAP) in Maya by setting it up with our previously rigged character.

WALK CYCLE… 1st TRY!

My first attempt of a walk cycle. From this, I learned better technical skills since I struggled with keyframes causing jitters in the rig.

CHARACTER RIGGING

We were given this character model along with a set of controllers, and we had to rig the character and animate its range of motion. This figure would be used for all upcoming assignments besides the midterm and final.

MIDTERM

I was supplied with this fun box character model! I then created a basic idle, walk, run, and jump animation in Maya, and brought the model and animations properly into Unreal Engine. This helped reiterate the various skills being taught in the class prior to the final assignment.

FINAL WALK CYCLE!

Walk cycle animation used for the final project. I learned from the mistakes of my previous attempt, creating a more natural and cohesive animation.

BOUNCING BALL

Our first assignment to understand animation concepts in 3D was a classic bouncing ball animation.

Was supplied with this detailed human model and had to create a uniqe idle, walk, run, and jump animation in Maya, and then successfully import into Unreal Engine.

RUN CYCLE… 1st TRY!

My first attempt of a run cycle. From this, I learned better skin painting techniques, since issues especially with the hand and feet of the rig were more present here.

JUMP CYCLE… 1st TRY!

My first attempt of a jump cycle. From this, I learned better pacing and fluidity between stages of the motion.

IDLE ANIMATION

The idle animation used in my final project. We didn’t previously practice idle animations in the same way as the other cycles, so this offered a new opportunity to learn how to experiment with different styles of movement in an animation.

FINAL RUN CYCLE!

Walk cycle animation used for the final project. A major focus in this animation was ensuring the character followed a single line of motion, leaning their entire body into the running.

FINAL JUMP CYCLE!

Jump cycle animation used for the final project. My timing is much more accurate here, making the character appear less floaty than my first attempt.

software used!

  • Used for importing and programming all animations, creating a strong understanding of character animation pipelines within gaming.

  • Used for creating all animations used throughout the course, along with other skills like rigging and motion capture.

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