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

Summoner 7 for a bit ads here for Summoner 7

October 03, 2013

The first game play video of Summoner 7

the demo is almost there!!!

September 17, 2013

Continue AI programming for "Skill Using"

It's kind pain in the ass to write AI for different skills of different monsters.
Today, I got the basic work. However, still long way to go.

Still in developing

August 24, 2013

First Desktop of Summoner 7

All characters in prototype demo

August 22, 2013

Mole Warrior

Texture: Peter Guo
Model, Rig, Animation: Hugo Shih

Peter is a great texture artist!! Love the work!

August 12, 2013

Polar bear is ready for Summoner 7

Another Cool Race ready for Summoner 7

July 25, 2013

First Elf in Summoner 7

Elf Mage for Summoner 7

July 12, 2013

Evil Summoner appears

June 27, 2013

First Wizard in Summoner 7

Black Wizard

June 25, 2013

Maya FBIK Rig to Unity3D Pipeline

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.  
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.
3. Animating the FBIK rig and export it to FBX with bake animation setting checked
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
After cleaning up FBIK rig and controllers, you wont see the original fk rig. However, the animation is still
there. So in order to get the animation data, I modified my animation transferring tool for this pipeline. 

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

Bow rig is always a tricky thing to do.
Here is my way to do the rig.

Skeletons and controls


June 12, 2013

Human Archer

FBIK Rigging

A bit of Shinobi style 

3492 tris

May 31, 2013

First Summoner, finally here

Actions and Rigging
Outfit Design Concept

Eye study


2796 Tris

May 07, 2013

Building small world map

The first stage: Human Village

April 22, 2013

First Scene in Summoner : Cave Altar

New tech to blend territories of two sides. And new UI, AI system, also new gameplay.
And first scene design:

February 14, 2013

Mole Thief

January 25, 2013

Second Character: Mole Ranger

Still, the concept of Mole Ranger is made by Chuck Lin.

And here is the mesh of the 3D model

January 11, 2013

Start to build characters......

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

January 08, 2013

new map and background style for my game prototype

I like the new style better!

December 05, 2012

On the way to become an indie maker.....

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!

May 08, 2012

Transferring animation tool for Theblu makers

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.

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.