First Desktop of Summoner 7
This is exciting to create this poster with 14 characters in the demo
The Demo Screenshot of Summoner 7
Finally, all characters are in the demo!
First Elf in Summoner 7
Chuck Lin designed this character.
World map is done!
There are six big stages and 5 small stages in each of them.
Human Archer
My favorite character in Summoner 7.
December 01, 2013
October 03, 2013
September 17, 2013
Continue AI programming for "Skill Using"
Tuesday, September 17, 2013
No comments
August 24, 2013
August 22, 2013
Mole Warrior
Thursday, August 22, 2013
No comments
Texture: Peter Guo
Model, Rig, Animation: Hugo Shih
Peter is a great texture artist!! Love the work!
August 12, 2013
July 25, 2013
July 12, 2013
June 27, 2013
June 25, 2013
Maya FBIK Rig to Unity3D Pipeline
Tuesday, June 25, 2013
No comments
As a technical artist, setting and writing art pipeline is also my job.
My game is using Maya FBIK rig to rig any of my characters. However, FBX doesn't support any IK setting
. So, after animating the FBIK characters, I need to bake the animation back to the FK rig (original rig of the character) and then exports to Unity. The following is my steps.
1. Create the FK rig for skinning character and export it as FBX.
2. Create FBIK rig and generate FBIK controllers for the character
3. Animating the FBIK rig and export it to FBX with bake animation setting checked
4. Clean up the exported FBX file and use my transferring animation tool to export the animation file
5. Import the animation onto the original fk rig MB file and export it to FBX file. Use the FK rig FBX file as
basic rig file in Unity3D, and the animation FBX file will fit.
There are some ways to bake animations from FBIK rig to original FK rig. It doesn't have to use my tool.
My game is using Maya FBIK rig to rig any of my characters. However, FBX doesn't support any IK setting
. So, after animating the FBIK characters, I need to bake the animation back to the FK rig (original rig of the character) and then exports to Unity. The following is my steps.
1. Create the FK rig for skinning character and export it as FBX.
FK rig without any controller |
All joints are under one root (group) |
2. Create FBIK rig and generate FBIK controllers for the character
FBIK setting |
As you can see, there are lots of controllers added to the file. |
FBIK animation MB file |
The exported animation FBX file (lots of dummy stuff from MB file) |
4. Clean up the exported FBX file and use my transferring animation tool to export the animation file
Export the animation as TXT file |
5. Import the animation onto the original fk rig MB file and export it to FBX file. Use the FK rig FBX file as
basic rig file in Unity3D, and the animation FBX file will fit.
Since the rig is the same as the original FK rig , this clean animation will work in Unity3D |
There are some ways to bake animations from FBIK rig to original FK rig. It doesn't have to use my tool.
June 18, 2013
Weapon: Bow Rig Set
Tuesday, June 18, 2013
No comments
June 12, 2013
May 31, 2013
May 07, 2013
April 22, 2013
First Scene in Summoner : Cave Altar
Monday, April 22, 2013
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New tech to blend territories of two sides. And new UI, AI system, also new gameplay.
And first scene design:
February 14, 2013
January 25, 2013
January 11, 2013
Start to build characters......
Friday, January 11, 2013
No comments
The fist test characters is "Murloc Tank"
The concept is designed by Chuck Lin (my junior high classmate)
Mine part is to bring it into 3D
Quick Sculpt in ZB
Then, mesh it out
The concept is designed by Chuck Lin (my junior high classmate)
Mine part is to bring it into 3D
Quick Sculpt in ZB
Then, mesh it out
January 08, 2013
December 05, 2012
On the way to become an indie maker.....
Wednesday, December 05, 2012
No comments
prototyping my second indie game: Summoner 7
(all characters are pre-holders and not from my design)
new progress: I got VFX work! I summon the to fight!
(all characters are pre-holders and not from my design)
new progress: I got VFX work! I summon the to fight!
May 08, 2012
Transferring animation tool for Theblu makers
Tuesday, May 08, 2012
3 comments
In Theblu, makers are allowed to submit same kind of species. However, since the model won't be the same from different makers, the rig and the animation would be different. However they could be similar. So we need such a tool to help us to create easy animation from old animation resources.
The tool allows user to export animation data as text file and apply on to other similar skinned model.
For example, we are going to transfer the swim animation from queen angelfish to Garibaldi fish. (because they are similar)
So first, we export the swim animation from queen angelfish by just opening the tool and hitting export with rotation value.
Then export the rig form Queen Angelfish. And skin it on to the Garibaldi. Of course you can move the pivot of joints, and scale the root. Even you can change the structure of the rig and delete some end joints. Just don't change the orient of any joints.
Next, open the tool and import the text file that we just export from Queen Angelfish. The tool will show all of your rig in the current scene and the imported file.
Next, you can just hit the auto mapping. The tool will match two joints with the same name. After hitting, it will show all joints which cannot be matched. In this case, those joints are not needed for Garibaldi.
The tool allows user to export animation data as text file and apply on to other similar skinned model.
For example, we are going to transfer the swim animation from queen angelfish to Garibaldi fish. (because they are similar)
So first, we export the swim animation from queen angelfish by just opening the tool and hitting export with rotation value.
Then export the rig form Queen Angelfish. And skin it on to the Garibaldi. Of course you can move the pivot of joints, and scale the root. Even you can change the structure of the rig and delete some end joints. Just don't change the orient of any joints.
Next, open the tool and import the text file that we just export from Queen Angelfish. The tool will show all of your rig in the current scene and the imported file.
Next, you can just hit the auto mapping. The tool will match two joints with the same name. After hitting, it will show all joints which cannot be matched. In this case, those joints are not needed for Garibaldi.
Now, go to apply tab and hit apply. Then we finished the animation transferring.
To finish this animation from model only took me less than 10 mins. Is that great?
Here's the process video. Please look it in HD mode.
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