Thursday, April 22, 2010

Trevor's postmortem.

Briefly describe the project:
Our project was to make a game that included different mythologies. In the game, the player would go around and talk to the different people from those time periods. The other characters would help the player find out their objective and tell them where to collect the rune stones. After the player has collect all of the rune stones, the player will then take them back to Stonehenge. Upon reaching this area, all of the different areas would be transported back to their correct era.

What went right?
A lot went right for me. I was able to make the character and successfully animate him. Also, the texturing of the different building and assets went well too. When texturing the assets, I used reference images, cut out a portion that I wanted, edited it to fit the asset that it was going to be applied to, and then apply it to the asset.

What went wrong?
The only issue that I encountered was exporting the main character. When I went to exported it, it told me that “vertex 6016 was not weighted”. I then went to check the vertices weights on the character and found that vertex 6016 did not even exist in the list. After spending a long time researching, I had found the answer. In a post on Torque Powered website, it said to move the center of mass on the character biped. By doing that, I was finally able to find the vertex that was misbehaving. After weighing the vertex, it finally behaved for me and exported nicely. The animations there after, worked nicely.

What would you do differently?
I would have redone the character from scratch. I had encountered many issues with the shoulder, arms, hands, legs, and feet as far as the animating them. There was a lot of stretching of the character mesh do to me not modeling it correctly.

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