This week, I worked on getting the animation state machine and blueprints to work together to make NoFace fully interactable. I played around with collisions and even added specific colliders for the hands to make hand interactions on parts of NoFace's body. The result was that if I entered specific colliders, NoFace can go from Aware > Beckoning>Mouth Open>Mouth Closed> Back to Idle once I exited the colliders. I am hoping to possibly add some interaction related to our prop next week, but for now this is fully functional. Below is my Perforce documentation. Primarily, I worked on the ABP_NoFace, BPC_NoFace, and the Team4VRPawn assets.
Wednesday, November 23, 2022
Spirited Away VR: Interactive NoFace (Clean Pass)
Thursday, November 17, 2022
Spirited Away VR: Interactive NoFace (Proxy)
Monday, November 14, 2022
Spirited Away VR: Final Pass
Perforce Documentation: Primarily this week, I re-rigged our hands to add an extra joint in the fingers and redid all of the animations to improve them. Additionally, I set up our train for VR navigation, started a transparent material for our No-Face proxy (interactive character), and worked on improving the prop rig and blueprints.
This video shows some of what our game looks like now, with our train environment. We also used a post processing shader to add some toon lines. I made a soot sprite prop for funsies too. The bath tokens can also be stacked/etc.
Thursday, November 3, 2022
VR Spirited Away Project Week 2: Clean Pass
For this week in my VR team project, I worked on rigging our clean pass hands and cleaning up our animations. I also worked on setting up our prop sockets and blueprint so that we have two different bath tokens that the players can interact with and pick up. I also added physics so that you can throw the tokens and drop them on the ground too. Additionally, I helped set up the animation blueprints.
Sprint #6 Delivery
This sprint, I added finishing weighting touches onto the Angel, added the completed textures to the rig files, added the stained glass pan...
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This is a mood board of reference art that I collected from The Witcher 3: The Wild Hunt. It shows a good contrast between the beautiful lan...
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Here is my sculpted and low poly model for my barrel that I have UV mapped and set up for baking. I had a lot of issues with Substanc...
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This week I helped bring NoFace to life in our VR Project. I took the existing model that was given to me and edited the model to give the...