Thursday, November 30, 2023

Mario VR Week 6

 This week I rigged the Lakitu and Chain Chomp models and added an idle animation loop to both of them. I also did window designs (4k resolution) in Photoshop for the scene. I had plans to animate the Dry Bones, but since we moved him to be at the very top of the scene, he doesn't need any animation as it will not be noticed by the player.






Friday, November 24, 2023

Mario VR Week 5

This week I worked on the bob-omb animations. I did a walkcycle for the bob-omb as well as a freakout animation for when it is picked up. I touched the lighting in the scene briefly, but haven't come up with anything that I like enough to go forward with. I also fixed the weight painting on Mario's glove so that the grommets on the back of it no longer float while moving. Moving forward, I will be focusing on finishing the animations for the other NPC characters once their models are finished and rigged.




Thursday, November 16, 2023

Mario VR Week 4

This week, I focused on finishing up the Toad animations as well as fixing the previous animation when Toad is picked up. I also rigged the bobomb for animation, but because it was up-resed, that rig will not be able to be used. Toad will also need a new rig since his mesh has been updated, but hopefully his animations will not also need to be redone and can just be retargeted onto the new rig.



 

Thursday, November 9, 2023

Mario VR Week 3



This week I focused on rigging Toad for his interactions with the player. I worked on creating a proxy freakout animation when the player picks him up. I spent a lot of time figuring out how to properly skin the mesh so that there's nothing that moves from other areas of the body that shouldn't during ROM testing. As for the freakout animation, I put down the very first keys, but haven't yet added the extremes, arcs, or other cleanup.



Thursday, November 2, 2023

Mario VR Project Week 2

 



This week I focused on doing two new interact animations. One is for interacting with the Fire Flower prop which then plays a powerup animation. The other animation is for holding onto the Bobomb prop, so that it would fit better in the palm of the Mario hand when grabbed. There have been some implementation issues with the rotation at this point, so I might end up redoing the animations for the grab and Fire Flower, but thankfully this just gives me more experience on what to do and what not to do for the Maya to Unreal pipeline.

I also made a quick infographic sign in Photoshop for Noa to let the player know to touch the pipe to access the second and first floors.



Artist Research