Devlog 2


garding Tutorial 1:

Tutorial 1 was pretty simple in regard to what I had to do, mainly because of how it mostly involved importing the self-study-made tourist attraction I created, as well as the barrels that I had made. I figured that the only way for the whole scene to mesh well and seem realistic was to create a sort of museum or tourist hub setting, turning my 3d model of the Wellington Organ Pipes into a form of miniature. For my room assets, I took a 3d room asset from the unity store and filled it with a table, chair, book and window in order to make it less bare. These items came with the room’s asset and were entirely free. Regarding

 

Regarding Self Study 2:

As this self study was focused on creating more models and animation, I wanted to make sure that the model this time looked more appealing and not at all a mess. After watching a tutorial on how to create a low-poly figure, I eventually came up with this: Whilst not as detailed as some of my peers, I was proud of my creation for two primary reasons; the first of which was that he looked relatively normal despite his relatively simple details and the second was due to how I was able to create said model in a fairly quick amount of time compared to how much I struggled with the barrel. This was a sign to me that even if I still wasn’t a blender aficionado, I was still improving at a quick pace.

When it came to rigging and creating the bones, the only real issue I found was how I wasn’t sure how to make the bones skinnier whilst keeping their length, though I learned later that the bone width wouldn’t matter too much for this exercise.

However, my main issue was the animation, namely in the legs of the character. I’m unsure if it’s due to how I rigged the character or if it was due to some slight errors when creating the model, but the legs of the character would often move in towards the centre. This meant that unless I corrected the knee with every few frames, the knee would often cross over the other leg, or if I lifted it too hard the leg would suddenly appear behind the torso at a weird angle. Regardless, I was able to push through and create three animations. Aside from the running animation, which is self-explanatory, I also chose to do a simple idle animation where the model looked left and right, as well as a simple, two-handed “come over here” taunt.

To animate a character, the user grabs one of the character’s “bones” and moves or rotates them. As soon as the pose is to the user’s liking, they save that keyframe, before moving it to the next “key” point, where the process is repeated. Note that the user doesn’t have to actually animate every individual frame, as the program will automatically move the parts between key points to create an animation. 

Files

Screenshot 1.PNG 2.1 MB
Jul 26, 2022
Taunt.gif 273 kB
Jul 26, 2022
Running.gif 5.4 MB
Jul 26, 2022
Idle.gif 1.9 MB
Jul 26, 2022

Get Game Design Devlogs

Leave a comment

Log in with itch.io to leave a comment.