Fixed rotations and additional armature issues – Week 4

I have written some new code that works with my model to do head rotation and it now locks on correctly in the x, y and z axis along with a restriction on head rotation so that it can’t turn 360 degrees around, locking at 90 degrees to the left and right. My code is below for this.

However after fixing this, I encountered additional issues with the model armature working correctly with the next step ragdolling, and after many attempts at fixing the armature I decided to separate it from the model and start over again.

Toy model and bone animation – Week 3

This week I modelled a Cat Doll to make one of the residents of my toy town. I then exported it from Blender into Unity to try and get a working LookAt script so the head could rotate to follow an object. However after importing the model, there seems to have been some issue with my armature skeleton as the head bone was always at the wrong rotation by 90 degrees. I got some advice from Kieran, one of the lecturers for the module, and decided to try editing the code for head rotation to add an additional rotation after the original so that it would look directly at it. Below is the original code from the workshops that caused my model errors.

Model textures and armatures – Week 2

This week we made a Fallguy model using Metaballs which was a new and simpler way to make more organic shapes. We then converted it to a normal model so we could do texture painting for it. To get the different sections of the body all spread out to paint, lines across the model had to be selected where it would be cut apart. These could then be painted in the editor. By magnifying the face panel, it was easier to add detail. Next, to add movement to the model and prepare for animating next week we need a skeleton. The skeleton is called an armature in Blender and you can add and spread out bones where you need them throughout the model. Once they are all correctly scaled and spread out, the armature can be combined with the model. This allows moving the armature to also move the model for posing, as shown in the second image. This will be useful for the assignment as having moving characters and set pieces would improve the model.

The models I plan to make for my narrative would be stuffed toys that have a similar humanoid but condensed body to this model and I will use it for reference when planning mine. I think different types of animal like a cat or a rabbit could work, with their textures and ears differentiating them, along with making them colourful as they’re childrens toys.

My first models – Week 1

For my first week of PCG we did the basics of modelling. Using an image of Steve from Minecraft and Shrek from the Shrek films, we were able to somewhat accurately recreate them in a 3D space. For the Shrek model a lot more detail was required, however only one arm and leg needed to be modelled as they can be mirrored to the other side. I learned more about making small alterations to create a more accurate model and to consider what it looks like from all angles.