Sneak Preview of the Firearms|Source player models.

2009-05-28 5:54 PM

It turns out there’s 2 ways to implement a player model into a game engine:

*1)*You can try to slap it on a rig, re-target the animations from an existing game character and have a model that has some of the great qualities of the professionally made animation, but mostly what you see is that the model seems to be moving like an injured fawn. Re-targeting is great, but due to my eye for animation and the general lack of precision when re-targeting I couldn’t get the guy looking right. It took about 2 weeks to come to that conclusion but I learned a ton about Source Engine character animation and some light stuff about mocap and re-targeting.

After messing around with that, a very talented animator joined us out and led me to option 2:

*2)*You can do everything from scratch. To get the character to really have some nice proper animation we had to do a few things including, making a new rig, doing all the animations from scratch, getting really down and dirty and writing a new QC animation script from scratch that meets our needs, and making approximately 90 LOD models for our existing weapons which are then skinned to a specific weapons rig which is then in turn merged into the character model rig when the game is running.

Besides having generally awesome animations, this also allows us to have weapons with detachable parts. When we first started doing this I questioned the amount of work behind it (mainly because I would be doing the QC and modeling a crapload of weapons LOD’s) but after seeing the results, it turns out it was more than worth it. Seeing the slide actually move back when firing or the clip coming out when reloading looks phenomenal. It’s truly a testament to doing something right the first time.

I would like to extend a thanks to the people worked with on this particular portion of the project because I learned so much working with you!

resources/images/2009/05/snowstormsm2.jpg](resources/images/2009/05/snowstormsm2.jpg)Click the image for a higher resolution version.

Tags: Firearms|Source

Note to self : Learn the programming language before learning the API

2009-05-28 5:29 PM

resources/images/2009/05/chilitreatquestmay281-300x216.jpgA shot of a early version of Chilis Treat Quest

I have recently been reading Aaron Reeds XNA3.0 book for beginners without actually knowing C# to begin with. I have taken some entry level c++ programming nearly 7 years ago and my knowledge is rusty at best. Despite that, I’ve been having a blast going through the book and doing my own takes on his game projects. I did however order a few books from the same publisher Oreilly on the topics of C# so I can get to know some basics I’ve most likely overlooked.

I’m currently developing a game starring my cats Bug and Chili called “Chili’s Treat Quest”. It’s very similar to the first half of the XNA3.0’s 2D game project but I’m trying to do a few small modifications. Namely using different functionality for the sprites, nothing too far off at this point. For instance one enemy spawns and bounces around like a old screensaver until a certain number of bounces is met. At that point the sprite leaves the screen. Ideally I would like the number of bounces to be tied to the level that you’re currently playing but I haven’t gotten so far as implementing levels of difficulty yet.

I hope to have the game fairly complete by next week and then move onto a sidescrolling platformer type game in which my significant other will be doing the art for.

Tags: XNA