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Gorgane Rig

Posted by riuthamus, 06 April 2013 · 676 views

Gorgane Rig Added the gorgane character rig. It has taken me some time to get this working as we had some issues with collida and exporting but we have confirmed the working pipeline and things are in place! I had to spend some time to rework it and test what parts/elements would and would not work with Collida. There are many errors and many Maya based tools that you cant use to get the export to work properly. This is slightly disappointing but with a bit of work ( on the back end and much later ) we could create our own exporter that would work for this. For now, we have managed to get it all in place and working! The big element now is to spawn thousands of these things and see how much lag we obtain. I have setup a fairly simple control rig that will allow for control of almost all key parts of the body.

With only 4 IK's in place this has proven to be a very versatile model. I had to also rework some of the model so that it would work with the carrying animation. More specific, I had to add fingers to the entire hand. You will notice a big long bar in the below image, that is suppose to represent a long object held in his hand and will be a good reference for when we have an actual weapon in place.

Posted Image

We have added the basic animation sets to the game to prove they work, and they do! I need to keep working on the polish of them though since the games frames need to match the characters movement style. Should have a video for you guys shortly of the animation system.

In other news, we got tessellation working! Doing so can provide us with some very detailed blocks but will require some considerable changes throughout the core code. Our biggest mission right now is getting the new enhancements to play well with the old system. Once all of this is in place we will begin the process of optimization as well as setting up options for the player to downplay settings based off of their machine capabilities.




gallery_1_371_248829.png

Ugly

?

Perhaps it was a compliment on the effectiveness of your modeling?

Anyway, Looks nice!

Thanks, not really sure why he was acting that way.

How many layers of textures will you use on each model?

Right now? 3, specular, diffuse, normal

Hey, you design a race to be dumb and ugly, you get confusing compliments. I think it's a solid rig.

 

Do you also have an IK solver in-game?

 

I got fed up with poorly implemented exporters myself, and decided to work directly with my modeler's native file format. It takes time to write a loader, but once you do have one, you have guaranteed access to all the modeler's functionality. I believe the Maya Ascii (.ma) format is documented online.

Eh... my issue was that he didnt explain himself. One word response is something you would hear from a child or a gorgane! He doesnt seem to be either thus I was confused!!!

 

We do not have an IK solver, as of right now we are baking the animations out. As we are new to this process it could spell disaster or it could work for us. I am 100% sure I do not know the negatives or positives associated with either option.

 

We had discussed exporting via the .ma format or making our own down the road but for the sake of saving time we just wanted to get away with the basic format ( that had documentation ) since FBX doesnt have much we went with collida. Perhaps you would be willing to mentor our coder in this process so that we could do much the same as you have already done?

I've noticed polyfrag has a tendency to troll around every now and then for some reason... 0_o

I was being brutally honest. (Better than no comment at all.) I don't understand how these fit into your marching cubes terrain game. Are these the enemies?

I dont mind you being brutally honest, the issue was with the lack of supporting detail. As for the purpose this, this is a rock+dwarf race of creature that was mutated. They are a playable race and will be one of the first you can choose to play. As for our terrain.... we are moving away from the block look and moving into a more smooth look ( thanks to marching cubes and tessellation )

we are moving away from the block look and moving into a more smooth look

 

I can understand that. To be honest, I never felt the fantasy-style conceptual artwork, the intro, characters etc. seemed too well fitted to work with a blocky look in-game. Hope the marching cubes method works out well. I assume you are using it to modify the terrain at run-time?

 

 

Perhaps you would be willing to mentor our coder in this process so that we could do much the same as you have already done?

 

For me most things are very experimental as well, but feel free to ask.

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