More Humans Start moving in

Humans are moving into the garden to make it (because it is) a better place -.-

I’m making all those human moves these days. Basically several clips that are in the same crowd or sharing the similar poses in one fbx file. Like I now have 10 clips in the ‘sit’ model, 11 clips in the ‘standing’ model, and 4 clips in the ‘carrying’ model. Although they use the same armature, since in the Unity scene they would have the identical pose which is the first frame of the first clip in NLA editor, then it would be very hard to adjust their transformations and parent-child relationships if I just used one model.

Making armature animations is fun. (The disgusting part is weight painting though – since I had more poses than just riding now, I’d found the weights were not that right at the hip part and it took me a whole afternoon to repaint it, to ‘basically right’. See the upper parts of the thigh is still quite weirdly swelling) But if you want to make them moving naturally, then you have to take care of every bone. Walking is obviously much more difficult than sitting, and like how you walk, every bone have to move to make the whole body move naturally, even the toe. Also the centre of gravity is important! The GIF below was initially for carrying a burden, but for quite a long time I felt it had been more like dragging something. I think the most important part for the centre of gravity should be the hip bone (the cyan below) – position as well as rotation.

carry

Below is a combination in the real scene of several animations. The branch is set parent to one hand, and to make it move but not rotate, I have to be very careful with the hand’s bone and set it to the same rotation of every key frame. That was not very easy because the hip the spine the chest and the arm rotates all the time to look natural!

carriedbear

And another combination: the same person with the left one above but this time he is dragging a frog.

dragFrog

This one below contains more parent-child relationships. Actually I quite like this kind of thing because although it seems more troublesome, but once you got clear who will be the child of whom, then after dragging them in, the whole animation would seem quite good because everything seems moving along with each other and that makes the natural sense.

ship

And a sitting crowd here. For a crowd of people like this as well as those trying to catch the red ball above, the differences between each other are very important. People can’t move with the same rhythm and the same movements. So one thing is to make more clips with maybe just slight differences (like they are all sitting but some are supporting the body with one hand or two, some shaking legs or looking around, etc), and the other thing is to use different speed for each animator controller.

strawberryUnity

Another thing except from the animation when importing these humans is that new models and textures as most of them have their own stage properties… (That could be another ‘default’ factor of being natural cos it looks that everyone is really doing something..) And here are the big birds in the pond.屏幕快照 2016-07-23 18.58.17

I really enjoy the time restoring these adorable creatures by painting new textures, and I try to make them more like birds by adding thin strokes to create a feather-like material but not a colourful plastic. But, well, it’s not a good habit to take screenshots because I always feel that I’ve saved it after I make the screenshot. How much should I pay for my stupidness before I can get a degree?

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The Encyclopaedia of Riding Poses

circus

Never think something is easy before you have ever done it!

But are you humans really alright doing this… on a horse…….

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Blender really drove me crazy when I was firstly doing the animations with more than one pair of the rider, which was the two humans on a camel one. Because I used the same rider prefab appended into the model, the two humans were always in the same poses although they have respective rig. And if I made multiple actions for one model, like the common horse, then they always messed up with some actions seemingly gone nowhere.

So I stopped to look for some explanations systematically for the action editor to avoid keeping wasting my time trying to clear up things or losing my animations that I paid great efforts on….

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This should be basic knowledge of using Blender but I still wrote it down here… So actually each single object can take only one action at one time. That object is the ‘user’ of that action, and each action can have multiple users which is shown as the number after the action’s name (4 in the picture). When no one uses the action, it will disappear after closing the file; and F is a fake user which means there will always be the user for the action.

So when I used two humans on the camel, they were identical because I was trying to make them in the same action… and they got alright after I allocated them into different actions. And I can keep many actions for one model which is obviously better for my importing them into Unity later.

But I was still quite worried if Unity can play the different tracks for one model since I had just done some simple single animations before. So in this project for the first time I opened Unity and created my project today lol.

 

 

The model imported into Unity is still separated by object as they were in Blender. And actually I just set the default take and it was exactly how I saved the animation (set it ‘legacy’ and loop time to make it keep animating). However, some small things in the models did not work properly, like the eyeballs. I made them separate objects to the body, but in Unity they came out of the head, and also I feel the relative position of the humans to the camel is slightly changed. This is not a good sign… but for now I just test if the animation can work in Unity so that I can go on with my work in Blender.

Anyway, so far more than a half of the circle has been done. I now get quite familiar with the process of parenting the rider prefab with the bone of the mount where he sits on, and then making the animation for other parts of the body.

Did very delicate key frames for not only the body pose but also the gesture and facial expressions, and cleaned up the problems in weight paint along the work. Now feel great satisfaction when looking at these together! Really hard work literally did nothing but this for the whole days but the time is still extremely tight for the tremendous pit I have dug for myself……….