Friday, March 23, 2012

Animation and Rig Issues

Just here to point out some info on how to get the current rigs to work for UDK. It's best to show this with an image of the hierarchy rather than go wordy with it.


Basically if the root bone is not its own parent node (not under AllJoints) UDK won't import the bones correctly. Just to be sure, I've also moved out the mesh itself. All controls can stay where they are as they are not used during the export process (which is to select the root bone and the mesh and export selection to FBX). Middle-click dragging the nodes above outside of the main tree makes everything work correctly. Nothing else needs to be done other than renaming the last bones R_Thumb and L_Thumb to R_Thumb1 and L_Thumb1.

These changes are already done on the repo for just about every animation and rig scene. So just make sure any further submissions have these changes done.

Few other things to note:

The Fat Boss rig cannot be imported with both the boss and the cane in the same scene. So what is probably going to have to happen is that you will have to separate the cane from the character into two separate scenes.

The UV textured version of Whitey found in Casey's rig (Whitey.mb) is not correctly bounded to the skeleton. For some reason in UDK it imports the mesh with only the tips of the hands and feet attached. This may require the mesh to be rebounded to the rig for this to work.

All animations done must not move the character from the origin. If you are going to move the character at all, return them back to the origin at the end of the sequence. Without this, the character will slide between animations in UDK.

Unfortunately we cannot use the animations in the eyes as they use bone scaling. We need to make use of morph targets to achieve blinking eyes. Until then all animations will ignore the blinking when it is imported into UDK.

Keep everything scaled to 1,1,1. UDK will import the model and animations incorrectly if they are scaled down at any point. Also be sure to correct any scaling before moving the root bone as a parent node in the hierarchy. If any of those values are still red, then you still have to correct them!

Lastly Casey has uploaded all the most up-to-date rigs on the repo under "rigsCasey". I suggest using these rigs for future animations done. Just don't use Whitey until the skin binding issue has been resolved (you can still use the AsianIntern or the IT_Nerd though~).

Wednesday, March 21, 2012

To Danny

all character textures are uploaded in my folder under characters

-Tom

A message from Danny -

Hey Ken I haven't seen you on Skype for a while so I'm emailing you instead.

I need a report on what is going on with you guys. What happened to the work that I asked Tom and the guys to do from last month? How goes animation work? And how are you on your level(s)?

I also need to know if you have any questions or tasks that you guys would want to do that is left.

Things that I do need right now are the textures for the characters we have (FatBoss, Whitey, Nerd, Asian Guy, Secretary) and any additional animations that are done on whiety but are not for the boss and secretary (attacking, movement, getting hit). Overall animations needed are blocking, turning 90 degrees, dying, and special attacks listed here under "Special Attacks/Abilities".

It doesn't feel like much has been done this month when it comes to my requests so hit me up so that we can get stuff sorted out.

-Dan

Sunday, March 11, 2012

Jobs we need filled for 3rd month!!!

The kenneth declared that the following jobs need be filled for the third month

-Animateor
-Modeler

As such only 3 people are actually needed for the third month of the project which will include:

Ken, Anthony, and Myself

As for everyone else, we thank you for your contributions to this project and will be sure to credit you for your work.

Friday, March 9, 2012

Jason's Progress - Boss Office

Hey Tom I have most of the assets done for the boss office. The only assets that still need to be textured are the decals for the arcade machines and the t-page for the Pinball machine. I haven't had a chance to work on the shield or the mop weapon.

Right now work has been scheduling me all 5 days that I'm not at school all day and I'm struggling to keep up with my homework so for the time being, I'm not going to have time to work on these. I'm sorry but hopefully when I start getting some more free time I can jump back into the projects. I'll send you what I have completed so far.

-Jason

Tuesday, March 6, 2012

Rig issues.

all rigs have issue bones with the same name L_thumb , please re-name these accordingly and re-submit!

Saturday, February 18, 2012

Jason's work

Boss Office-Very posh and bourgeoisie

· Large office desk (oak, or other fancy stuff

· office chair with leather/velvet

· 2 large normal chairs to be in front of the desk

· Large wooden cabinets

· trophies (animal/worker heads, statues, sports memorabilia)

· cool expensive break room stuff (eg. Couch, plasma tv, gaming counsels, pool table, arcade machine, pinball machine, soccer table, magazines, hot tub, ect

· Desk toys, (eg. Squeeze ball, dipper bird, ect)

· Expensive Alcoholic beverages and cigars

feel free to reuse assets so long as you re texture them and change them up accordingly

i also need you to do a cafeteria try shield that can be used with one hand and a janitorial mop two handed melee weapon with whatever modifications you wish to add to it.

please contact me through skype asap as i would like to go over the list with you as well and i have been trying to contact you over the past several days

the due date for this is march 4, all modeling, unwrapping, and texturing must be completed by this date.

please contact me on skype

Texture Changes

All textures need to be in .png format

No .jpgs etc...


Level Design necessities-

All Modeler's -

-before exporting your asset as a .fbx-

Check your face Normals to see if you don't have any inside out faces so your assets will render properly inside of UDK. (BackFace Culling)

Continue to upload your assets into the custom assets folder of the repository.

Textures must be! 256 x 256 -UNLESS- it's for a character -OR- you have created a large part of the building itself.

Textures must be in the .PNG file type




Wednesday, February 15, 2012

Alec's assignment

· Boss bathroom (same objects, just re-textured with gold crappers/urinals, oak seat covers, silk toilet paper (or money instead?) oak doors, anything extravagant or over the top, rugs, big nice bathtub/ shower

· Secretary room just outside boss office

o Desktop computer set up (reference Jason’s computer)

o Nice counter for secretary (enclosed counter set up)

o Nice seat for secretary

o Fountain pen

o Panic button

o Phone

· Need signs for the whole building (eg. His, her bathroom, janitorial, stairs, exit, maintenance, employee only, stupid signs, ect

also i need a coffee squirt gun and a remake of the ruler sword

the squirt gun is two handed and the sword is one handed.

make sure to reference Jason's or Kenny's assets on the repository, do not take any vanilla asset he has made, but you can make them better (eg. use Jason's his computer monitor and convert it into an LCD, take Kenny's chair and make it more comfy and fit for a secretary.

this is due march 4, a sunday

Monday, February 13, 2012

New Animation

Havent had a lot of time to do much lately but im starting to catch up again. Here's a new animation for the Boss's belly attack. (please use google chrome to open)
 http://dl.dropbox.com/u/54812190/FATGUYBELLYATTACK.avi

Monday, February 6, 2012

To all modelers!

change in texture size as wells as deadline.

Danny would like for us to go back to our props such as tables chairs desks,lamps ...etc
and make sure to fill in any topology holes due to the purpose of having the assets scattered around in the environments.

NOTE-
you will more than likely have to re-map your assets

we will not be using 512x512 maps on our assets for that is too large of a memory/pixel waste.
please use 256x256 texure maps on all of your assets UNLESS you have created characters for which we will keep them at 512x512

your deadline for the completed textures as well as any changes made to your models is Sunday
02/12/2012 at 12pm.

please talk with either Tom holas or myself for any questions and or concerns.

keep up the good work guys! Lets keep the ball rolling so we can see our work at work! :]

Monday, January 30, 2012

Office Wars Animations

Here's all the quicktime links to the animations I have completed so far. I apologize for not directly posting them as videos, I haven't found a lot of time to do the video editing, but I will try to make an entire video of all the animations when they are done for everyone to critique or make suggestions. In the mean time, I will be posting animations as I go as quicktime links for anyone to see. I apologize if they take a few minutes to load. Post the link in your finder to download (please use google chrome, Internet explorer may not download correctly)
 Also use ctrl + L to loop quicktime videos for walk and run cycles.

1. Whitey walk cycle (work in progress, not complete)
http://dl.dropbox.com/u/54812190/quicktime%20for%20Office%20Wars/WHITEY_WALK.avi

2. Whitey skip cycle
http://dl.dropbox.com/u/54812190/quicktime%20for%20Office%20Wars/WHITEY_SKIP.avi

3. Whitey Death_1
http://dl.dropbox.com/u/54812190/quicktime%20for%20Office%20Wars/WHITEY_DEATH_1.avi

4. Whitey Death_2
http://dl.dropbox.com/u/54812190/quicktime%20for%20Office%20Wars/WHITEY_DEATH_2.avi

5. Whitey Death_3
http://dl.dropbox.com/u/54812190/quicktime%20for%20Office%20Wars/WHITEY_DEATH_3.avi

6. Fat Guy Walk Cycle 
http://dl.dropbox.com/u/54812190/quicktime%20for%20Office%20Wars/FATGUYWALK.avi

7. Fat Guy Run Cycle
http://dl.dropbox.com/u/54812190/quicktime%20for%20Office%20Wars/FATGUYRUN.avi

8. Whitey Idol
http://dl.dropbox.com/u/54812190/quicktime%20for%20Office%20Wars/WHITEY_IDOL.avi

Tuesday, January 24, 2012

Repository Information

https://139,182.137.183/corpgame

login:
corpart

password:
officespace

Please install this version of UDK for the repo location

Also install TortoiseSVN

Art assets go into the "Custom Asset" folder. Create your own folder with your name if you wish.

For More info, check out the wiki


Friday, January 20, 2012

IMPORTANT!

Ken,

I got your voice mail that I will meet with your team on
Tue (24 Jan) @ 3:00 pm.

To prepare the stipend forms, I need the following:

1. Full name
2. Phone #
3. Home address
4. Student at what university/school
5. Full SS#

Please send these info to me before our meeting so I
can fill up the forms and have them sign at the meeting.

Thanks,
AIC
Make sure to send this information to his email - concep@csusb.edu
your subject should say- Norco Art Student (your name)

Wednesday, January 18, 2012

IMPORTANT!

Tuesday the 24th at 3pm is when we can sign our w9 forms
please let me know if you are able to make it.

location Cal State San Bernardino.
building Jack Brown Hall
room 361 third floor.

951-333-7109
my cell

Friday, January 13, 2012

Alecs Progress

Bathroom
Toilet - 542 Tris
Sink - 643 Tris
Dispenser - 30 Tris
Urinal - 346 Tris
Mirror - 10 Tris
Toilet Paper - 170 Tris
Stall Door - 40 Tris
Stall Wall - 26 Tris
Divider - 10 Tris

Weapon(Ruler Sword not Final)

Jason's Progress - Manager's Office



Table - 140 Tris
Desk - 312 Tris
Desk Lamp - 124 Tris
Dresser - 468 Tris
Shelf - 278 Tris
Coat Hanger - 400 Tris
Picture Frame - 26 Tris(Each)
Safe - 128 Tris
Trophy - 178 Tris
Plant - 368 Tris
Managers Chair - 1001 Tris

Tuesday, January 10, 2012

Important!

individual asset save naming convention(when turning in your completed asset, please keep an .mb of the individual asset for yourself before exporting as an .fbx)

(name)_(enviorment).fbx (needs to be saved in the FBX format)

example;
Mirror_Bathroom.Fbx

please be sure to center your asset to the world aswell

if you don't have the fbx plugin installed please use this link
32bit operating system
http://images.autodesk.com/adsk/files/fbx20122_maya2011_win.exe

64bit
http://images.autodesk.com/adsk/files/fbx20122_maya2011_win_x64.exe

whity is done, 512 texture map!!!







Monday, January 9, 2012






Elevator 102 Tris
Bookshelf 88 Tris
Extinguisher + Pillar 208 Tris

Sunday, January 8, 2012

break room, with original concept!


Alec Pacillo - Bathroom

urinal
sink(bar multiple sinks)
stall
toilet
roll dispenser
mirror
trashcan
light fixture above the mirror
hand dryer

ConferenceRoom

projector screen - 48 tris
conference chair- 826 tris
table- 200 tris
beer pong cups(10)- 320 tris
ping pong ball- 112 tris
podium- 44 tris
office easel- 66 tris

Thursday, January 5, 2012

Next- enviornments + character archetypes

conference room,bathroom inside,more clutter,stairways,break room, individual office room.


Characters
Fat guy(The Suits)
Female white-colar worker
the intern
HumanResources
IT.


Wednesday, January 4, 2012

Alec's Work

344 Tris altogether.

Remaning assets to-do

copier
office door
elevator(doors and room)
book shelf
rectangular support Pillar(with fire extinguisher)
interior walls(level boundary varied - windows and plain walls)

Tuesday, January 3, 2012

Alec Pacillo's Tasks

big gulp(drink 100tris)
bathroom sign( 3 types male female and squid 20tris each)
trashcan(mesh 120tris)
Charts(2 tris)
motivational posters(without folds(2 tris) with folds(20tris)
Exit sign(10 tris)

Jason's Progress - Office Chair


986 Tris

Jason's Progress


Desk 92 Tris
Phone 108 Tris
Stapler 82 Tris
Monitor 86 Tris
Keyboard 26 Tris
Mouse 40 Tris
Cubical Wall 16 Tris

Currently working on an office chair

Sunday, January 1, 2012

Rig_Update

Here is the laitest Rig update. Its almost done.

Tony has told me what else needs to be added.

My Progress




fax machine 130 tris
office plant 130 tris
standing lamp 70 tris
file cabinet 76 tris
open file cabinet 126 tris
plunger 152 tris
janitors bin 152 tris
water dispenser 313 tris
vending machine 148 tris

textures are not final.