My professor suggested that I try MoCaping the Camera Animation. Great Idea I thought. I've worked with Motion Capture several times and I feel like I know the pipeline very well.
I had my motion capture shoot today. Matt Williams and Lamar helped me out with it. The shoot all in all went well. Matt had a lot of fun doing it. The clean up process also went pretty smoothly. However getting the animation into Unreal proved slightly problematic. I could not export the camera animation as Callada data or FBX. It just would not work. I then decided to create a skeletal mesh, a pipeline I'm slightly more familiar with.
I got the animation and the skeletal mesh into Unreal eventually (always one missing check box... lol). I attached a camera to the mesh, which I would then animate. This process just simply did not work. The animation still looked clunky. The movement was shaky and I just did not like the result.
I lost one day of work of trying to implement this but hey thats life.
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