Meet the Engineer Prototypation Character
I choose my reference character to be 3 head tall and sized as 2 vertical grid cells. It have to be able to jump / climb / vault over 1 grid cell sized obstacles.![](https://blogger.googleusercontent.com/img/b/R29vZ2xl/AVvXsEi4bDLTZLb5b9OoZNh5yH6cnhHm7t_eEosnYnp-RERVbr8IXOTIP5_HSGc7LtS1OUHkID3OUY394mIdklhk6dQTt3pHI7xKNYsqSprB1GNcnHjfc9OCQIqNW7aR5VPb_aDDyR4LF1mRbBj6/s1600/character+prorotype.jpg)
I downloaded a really well made model of the tf2 engineer from Tommy Tallian collection of low poly tf2 characters http://tommytallian.blogspot.it/p/low-poly-tf2.html.
I had to made it 3 heads tall then rigged and skinned it with bones to animate it.So say welcome to the "Midget Engineer".
The model is very low poly(around 400 poly) with a really small and optimized texture.
Those are more Nintendo Ds ish kind of specs for a 3d model, but it doesn't matter for a prototypation model.
Plus i can subdivide it few times to generate some kind of fake lods to test on devices different polygonal budgets
Animation/Skeleton
![](https://blogger.googleusercontent.com/img/b/R29vZ2xl/AVvXsEhX-6bTc2aPw3Wmr3G2etWxx7CH4IKwegk-2l6Zff2Uq8iJXBYkdTuaFxj3ElHBv2c-G_MZwQmol-1dLKuPXkQv-VkWx020r3xAXXgIbmN9e80rvfZ6H5eMItXMsfWFLulhjdgEDIRyFQle/s320/scheleton.jpg)
The rig in the pic miss the thumbs probably i had them hidden when I took the shot.
Project Anarchy makes possible to have different skeleton lods and share the same animation on different lods.For this project I probably will not need many advanced animation features , but I could try to use them for blogging purpose.
One thing I want to test is the retargeting between this prototypation and my final character to test this feature with a real use case(even if it is not the case as i don't need a realtime retargeting).
Prototipation animation don't have to be great looking but at least have to feature correct timing final displacement/translation component.
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