I will share my full plan which I delivered to my supervisor.
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The aim of the specialization project is to find a solution for the changing topology and rig of a character during a transformation animation real-time in a game.
The transformation animation for this project is a humanoid character model that can transform into a monster character model. To be more specific it is a human character with two forms. The first form is a bipedal werewolf, so the human character can transforms into a bipedal werewolf. The second form is a quadruped werewolf, this means that the bipedal werewolf is able to transform into the quadruped werewolf.
The quadruped werewolf model will have changed topology, with an increase of geometry (fur patches, tail, claws) and a reposed or different rig after the transformation in comparison to the human model.
During the specialization a lot of research will be done in bipedal and quadruped type rigs and their differences in setting up the rigs, the anatomy, the posing and also the motion. Also how to make the model and rig work together, see if it is possible to blend over one another, making use of one or multiple rigs that can scale or reform. All this is needed to make sure the transformation will look fluid.
As for the models a few methods will be researched which will be used for the transformation animation. These are character morphing, model swapping and texture blending. The idea is to find a possible combination between these methods that will work together to create the transformation animation for the character in real-time.
Both the rigs and the methods for the models have to be tested to make sure it they can be used in a game engine. The engine that is preferred for this project is the Unreal Development Kit, UDK. The unique point of this assignment is to create a creative solution for a fluid transformation animation and overcome the difficulty of changing one bipedal rig with a quadruped rig.
During the research process and testing phases the design for the character will be created. This will include documentation and concept art work. The design will set the restrictions for the character and its transformation. For instance how the character should look before, during and after the transformation. How the animation should look and how long this animation should last. Also the topology of the humanoid character model, the topology of the character after the transformation and the amount of polygons are described in the design. Included as well are the placement of the UV’s and the texture sizes for the character. These restrictions will be influenced also by the outcome of the research and tests.
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My project is focused on research & testing.
In the end I will have formed a possible set up for a transformation for a real-time in-game character. This solution should work in the Unreal Development Kit, UDK.
The idea is to have the final product feature complete, mainly the changing rig structure of the character working in UDK.
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