Friday 4 September 2020

Getting the character rig into Unreal...attempt/fail 01

So as we've found over the course of trying to make this film, things never run that smoothly. We finally got one of the characters rigged so that it would work in the Unreal Engine and I exported a run cycle that I'd animated to see if it would work. I'd say that it almost made it but the sticking point as always is getting anything that's got visibility keys to work. I think on the next attempt we'll look at hooking the visibility up to the scale so that when anything is hidden, it actually scales down to 0.0 instead.  There were also issues with the squash and stretch on the rig not working but Nathan, our rigger seemed quite pleasantly surprised that it worked as well as it did for the first attempt. There's a screen shot below to see what happened and you can see the inflated head mesh (which should be hidden) is visible, and although you can't see it here, the normal head inside the visor is completely mangled! On the plus side the animation worked on the body apart from, as I said, the squash and stretch on the torso and head. 

 So hopefully when we get the rig tweaked and try it the second time it works a lot better. Now I'm old enough, and ugly enough to know that the chances of it working perfectly the next time are pretty slim but you never know. 

 After-all everything in 2020 has gone perfectly so far....ahem.
 

No comments:

Post a Comment