![spyparty node spyparty node](https://i.ytimg.com/vi/KlC_O9fwwO4/maxresdefault.jpg)
The lighting is all wrong, and there are plenty of bugs, but it’s a start. What’s that you say? You want to be a game developer and make 3D video games? The Testing “Plan” Yet another script fixed these 45 animations.
![spyparty node spyparty node](https://i.ytimg.com/vi/cYu0RYzMTy8/hqdefault.jpg)
You can see the results in the second half of the video from yesterday. Well, sometimes the character would be offset from the origin when the animation was done, and so the exporter decided that the character needed to be a couple meters in front of where it should be. Then, you mute that channel to export the animation in one place. Similarly, some of the animations were started from the walk cycles for each character, and walk cycles have the character’s global move node translating while you’re working on the walk to get the feet to stick. The animations are batch processed, and he found the evil shortcut and fixed it. I came to loathe C:/Users/John during this process, but hopefully it’s banished forever. Opening, checking out, and fixing 100 files manually takes hours. Maya prompts you to find the missing references on file load, but if you don’t save in the right way it won’t save the remapped reference, and eventually the evil links metastasized into about 100 files. Then a file with these links would get copied to start a new animation, or he’d use that link to navigate to another directory in a file that already worked, or whatever. Which obviously doesn’t exist anywhere but on that single machine. Well, one of his shortcuts was in terms of his local disk directory, so it was something likeĬ:/Users/John/SpyParty/Trunk/project/spyparty/source_content/characters Or whatever so he can quickly hop over there when loading a file. S:/project/spyparty/source_content/characters John nagivates his drive by links/shortcuts a lot of the time, so there’ll be a shortcut to
![spyparty node spyparty node](https://i.ytimg.com/vi/-Mjw96EOc1I/maxresdefault.jpg)
We work in a few different places, including my laptop, John’s laptop at the office, and John’s desktop at his apartment, and so we use SUBST to make the S drive point to the root of the SpyParty Perforce repository for our content data, this way any absolute paths are always on S: and theoretically everything “just works”. The other big thing I did yesterday was write some batch processing scripts to correct some errors that didn’t need a human to fix them. Their hands met at the statue… Batch Processing Was there some scale that actually got frozen into this node? Is something else happening? One of the alignment MEL scripts I wrote was injecting shear into nodes it was aligning due to precision issues after multiple alignments, but this ellipsoid stayed after I fixed that. There’s no non-uniform scale on this controller, nor is there in any of its parents. Welcome to game development.Īs an example clue, the green shape in this next image should be a circle, not an ellipse. It’s not clear we could have fixed it without messing up all her existing animations anyway. Modern animation rigs are basically little machines, and the construction of Ms. We investigated many different theories, and there are still a bunch of things to try after PAX, and no shortage of interesting clues (like her hand angle changes when you move her shoulder even if the hand controller is constrained to an object, unlike the rest of the characters), but we had to finally give up, and John manually counter-animated the pop and drift in all the statue animations. B’s arm rig is causing this pop whenever her hand controller is attached to anything. SIX HOURS and still didn’t figure it out.