Wednesday, November 3, 2010
First Serious Technical Problem
When playing back my cinematic in matinee everything seems to work fine. Audio and video are synced properly. However when my cinematic is played in the window editor or the pc the audio and video become unsynced. The kicker is that the audio is played by the matinee sequence so I can't just delay the video. Also the delay seems to increase over time. So I have absolutely no idea. I'm gonna let Cookson look at it tomorrow and see if he has any suggestions.
Tuesday, November 2, 2010
Sunday, October 31, 2010
Dialogue - Roughs
This is first version of the dialogue. It is being used to help firm up the timing for picture lock. As it turns out my original animatic was about 30 seconds shorter than it should have been.
No audio levels have been adjusted.
Sunday, October 24, 2010
A Failure at MoCap
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.
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.
Saturday, October 23, 2010
Animatic Update!
Animatic Update 03
Apparently the portion after the sack goes over the priest head is missing. Don't really know why. But that portion can be as long as need to accommodate all the dialogue.
Wednesday, October 20, 2010
Level Screen Shots
Various Screen shots of the Church in Unreal. I think the space is coming together quiet nicely. By the of the weekend all modeling should be complete.
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