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Moba FMP Week 20

  • olirant
  • May 26, 2016
  • 2 min read

The last few weeks I've been tweaking the project. I've been reiterating textures and particles to give the project slightly more polish and also trying to work on animation. In these stages in my original plan I was aiming to spend time on animation and polish so I wanted to keep close to the plan. I haven't been able to do much work but most of the time I've been having trouble with animation.

The next step that was really needed for my project was animating the moving parts of the level. I did complete animation for some assets, the obelisk towers for example which I'm rather happy with. The issue is, I don't know how to animate. I had perhaps one week of very rough teachings over a year ago on it. Not saying it's an excuse, I just didn't know. Learning a whole new skill like that in these weeks while being sick has been uneventful. It's doubley hard as I'm not trying to animate a biped, the easiest way and the way that tutorials will teach animation. I've been trying to animate single boned assets and the single arm that I'm using as a turret. I'll admit I haven't managed to do it. There have been many attempts but I just haven't been able to get it right. This is pretty sad for me as having good animation would of made the whole project look much better. But it just isn't going to be in the project now I can't manage it.

The rest of the week has been spent making my project suitable for hand in. For example setting up my 3ds Max file to showcase all of my models and make it easier to mark,

Looking at all of my assets set up like this makes me appreciate how much work I actually did do on this project.

Now my project is ready for hand in. I've dotted the i's and crossed the t's. Its ending up as something I'm happier to hand in than I thought I would be honestly. I'm going to write a full and proper post mortem about the project as a whole.

 
 
 

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