Character animation draft

I experimented with rigging and animations with our current character model. In doing this I was fully prepared to recreate each animation in case something went wrong with the rig, so there were essentially a draft.

I created a custom rig and animated the following:

 

An idle ‘float’ animation to use as a base for other animations

anim2  anim4_1

A hurt pose (returns to the default float animation after duration)

anim3

A shooting animation

anim1

A strafe animation

anim4_2

 

Doing these tests brought some issues to light and gave me some knowledge the was useful for the final product.

anim5_shoulderandelbowmovementdocumentthissss

  • HumanIK is a more efficient way of rigging human models
  • Without using weight painting the model deforms and bends in places it shouldn’t.
  • The model should be textured before advancing with rigging and animation
  • Something is wrong with the import method that was used, as these were some of the final imported results:

why imsofuckingdone

Knowing that I needed to start from scratch, I started by seeing if I could use the transform attribute tool to transfer the vertex values of the fully UV mapped model.

transfer_attributes

After an unsuccessful attempt I decided it would be best to just start again with newly obtained knowledge and some good practice.

 

 

3D Model – Tape dispenser

 

The last office object I made was a tape dispenser.

I started by extruding a square and making edge loops.

tapedispenser01

After the base was done I made the tape a separate object.

tapedispenser02

All that was left to do was combine them:

tapedispenser03

 

I had already set up the base to be smoothed with sharpish edges from the start.tapedispenser04_final

3D Models – Office folder + Phone

 

More low-res objects for the office table:

office folder

 

phone1 phone2 phone3

phone4 phone5

The phone and the pad are two separate objects, the phone looked a lot better smoothed out but the pad looked worse, I would rather they were both either smoothed or not smoothed but I had to leave it like this.

phone6

The stand was a separate object that I added after rotating the pad and phone backwards.

 

 

Final result:

phone7

3D Model – Lamp

 

Since I had to make themes for an office desk I decided to make a lamp.

 

Progression:

lamp01

extruding hexagon for lamp stand

lamp02 making + adding the cone, then smoothing

lamp03

 

 

 

making the lightbulb:

lamp04 lamp05 lamp06

 

Final result:

lamp07

3D Model – stapler

Capture

Since there was no more work for me to do in the roles I picked I ended up doing some extra models for the map. I started of with this stapler

Capture7

 

I created the model it to work with the smooth preview option, but on a certain face I had an issue with the edges joining up so I ended up leaving it as it was.

Capturefinal