'43 mph' is an arcade racing game built using Unity. It uses motion controls via the leap motion. For this Round of BVW, we were prompted to build a game with replay value in ONE WEEK.
What is BVW: BVW (or Building Virtual Worlds), is the premier course for first years at CMU's Entertainment Technology Center. It is composed of 5 rounds spread throughout 1 semester. For each round, you're put in a random team of 5 (composed of 2 programmers, 2 artists, 1 sound designer) and the team is tasked with creating a complete AR/VR experience in the span of two weeks. After the 2 weeks, teams are shuffled.
Click here if you want to check out my BVW Round 2 project.
Above: A walkthrough of the entire experience. With only a week to build the entire experience, we limited the world to having just one character. I was incharge of modelling, rigging and animating that one character, our ostrich.
I created a very precise rig for the ostrich: IK legs, FK neck and controls for manipulating the wings, torso, neck and tail.
Above: The rig and controls built for the ostrich.
I then proceeeded to animate the model. I made sure to have smooth, animated transitions from each state to the next. I prepared a document with the breakdown of frames in the final FBX file I exported from Maya.
Above: Bipedal run cycle for the ostrich.
Above: Animation transitioning from run cycle to fly loop.
Above: Fly loop for the ostrich. Having an intermediate level knowledge of IK systems and tools in Maya, I set out to research a few of the best rigging practices before I began work on the rig. I found out about the idea of having IK/FK switchable arms and the importance of naming conventions while rigging. I did not implement IK/FK switchable legs in the ostrich because the animations didn't require it but I did give a lot of importance of naming conventions with this rig. At this stage, I was trying to piece together different aspects and conventions of rigging; I had barely scratched the surface.
One thing that went horribly wrong with this rig was that I hadn't bothered to orient any of the joints properly while putting the rig together. I found out about the importance of joint orientation the hard way when I had reached the animation stage and the controllers wouldn't behave the way I wanted them to. Bottomline: The more I got into rigging, the more I realized the little I knew (as is the case whenever somebody sets out learning about a new discipline). I started identifying loopholes in my knowledge of rigging which was definitely a very good sign.
Designed and built a functional, precise and efficient rig in Maya in 2 days.
Identified several gaps (IK/FK Switches, Driven Keys, Joint Orientations, Constraints) in my knowledge of character rigging. Singled out online resources and faculty at the ETC for help and guidance in filling those gaps.