Monday, 21 February 2011

Painting Weights

Next, after adding ribs to the model to make sure it deforms properly, I tested the rig by posing my model using the handles I created. However, the automatically assigned influences of the joints have not worked properly: when the arm moves, so does the face, when the right foot moves, parts of the left foot move too.

To stop this from happening, I had to use to paint weights tool to correct the influences. This was a very tedious task and took a few hours to complete.

Once I finished painting weights, I could pose the character without any strange deformations. Now the model is ready for animation, although my final texture is still not ready.

Sunday, 20 February 2011

Custom Shader

For my 3D model, I wanted to use a custom shader to create a more stylised look. I will have to do more research into custom shaders, so I can get them to work in Unity.

I found an interesting shader in a tutorial from and applied it to my model, along with a few changed and a basic texture that I quickly made. This will not be my final texture

Monday, 14 February 2011


Rigging characters has always been an area that I struggle with, maybe due to lack of practise. Therefore, since it is vital that my character has a good rig, I bought a book on animating in Maya for help.

From reading this book and working on my character, I feel that I understand rigging, as well as Maya in general a lot more than before. Although I rigged a few models in my first and second years, I now have a much deeper understanding of the tools.

For example, while I was working on my character’s foot, I learned to make custom attributes, using the connection editor. When rigging the arms, I learned about pole vectors and creating more advanced controllers than what I had made in the past.

Also, I rigged by characters spine differently than I had done in the past. I used the IK Spline tool, which is used to control a chain of joints. I also learned to use clusters and created various handles to move my character easily.

My Character in Unity

I added my finished 3D model to the unity engine by exporting it as an fbx file from Maya, and then adding it to the Unity files. I looked at the properties of the placeholder cube, and changed its mesh properties to match my 3D model. The model kept the same texture as the cube before it.

My next task is to rig my model and texture it.

Monday, 7 February 2011

Improved Model

Recently, I improved my 3D model by editing the elbows, knees and waist. This was to allow for better animation. The UV maps are also done for this model.

Wednesday, 2 February 2011

Prototype Level

I have now built my prototype level in Unity, along with a place holder character that can walk and jump and also a moving platform. I have not included more advanced mechanics yet, such as enemies and shooting, as that is scheduled at a later stage. I have tested the level with the character and it can easily reach all of the platforms.