To begin I started with a story board. On the storyboard I planned out each shot I wanted to make, what type of shot it was to be, ie; medium, close up, etc., and what was to happen in the scene with basic stick figure drawings. This I reviewed with Craig to get approval that the scene was clear enough, and that it would be a worthy assignment.
Once that was finished I began to block the set out in maya. This included creating several set pieces to be used, such as the ventilation fan, the switch, the corrugated tunnel, the dynamic water and the skybox that showed the Monroe Nuclear Power plant in the background. I then laid out how each shot with a separate camera in Maya, named with the shot number, so they could be switched to and from easily in the panel viewer. I then Began to block out the movements, and timing along with all the camera angles, so that the entire sequence could be watched in maya. This was where most of the animation came in. I had to make basic animations for the male character, as well as the monster, the doors to the room, the fan, the grate in front of the fan, the grate in the vent, and the water flowing.
I actually got very far in maya, even to the point that there was more than just blocked out animations. I also had the lighting all set up, with fogs, and particle emissions. I even had set up a dynamic water volume so that I could make a more realistic looking fall into the water. I began the process of rendering, and that is where I hit a snag. This scene was extremely complicated, and the render times were measuring in the minutes for a single frame. Even if I could have sent it to a render farm, it would have taken far too long to get the whole thing rendered. Then came the issue of whether it could even be used in game. Well, this was fine with me, as I had never specifically had the goal of integrating the sequence into the actual game. The rest of the team however decided that I needed to get it working in game. I began to look into the options of what kind of video could be integrated into the Unreal engine, and I game across bink video, which is supposed to be integrated easily into unreal. The problem though, was that it could only be used as a texture during the actual game, unless you have the pro version of unreal. To test the possibilities of this working, I created a few death cinematics for the game, none of which made it in, and were mostly to test whether I could get the big cinematic in.
I was eventually able to figure out how to get this working in the game, by setting up a virtual screen room, with an in game camera pointing at it, but the only problem was there was no way to tell the texture to play or not, it could only loop, so for the more linear sequence at the escape needed to be started at any given time, and would not work this same way. The only way I could get the sequence to work in the game was to create the whole thing within the engine.
I had to begin nearly from scratch. I had to create a new version of the layout that I had made in maya, with the existing meshes that were in the game. I had to get the assets like the fan exported and working in game. I had to create all new cameras and lay out the whole scene again in the unreal editor. I also had to learn how to use the in game track editing system, Matinee Editor. As a result of this complication, I decided to slightly simplify the flow of the scene, I cut out the ventilation tube, and had the fan go directly into the water tunnel, and have it go straight out into the water, rather than curving around. I also decided to have the grate that was over the fan already on the ground, so as to eliminate that additional animation. It wasn't that I didn't want to do all the animations, but I was now under a time crunch, and I just wanted to see a completed project, even if it wasn't how I had originally envisioned it.
Now came the tedius process of animating through matinee. For any animation that you want to use, there has to be an additional channel in the slot node in the animation tree for the character. The animation tree is how the blending between animations is done. You must create the animation keys in maya, and then export them into the animation set, and create a blend node in the animation tree. Once all this is done, you can use that animation in matinee. Over the next few weeks, I got the animations all laid out with the animations that I currently had. If I had had more time I would have added a few more animations to make the transitions a little better, such as going from roaring to walking, going from walking to slashing, and having a reaction animation for when he hit the fan. I also would have added the main character hitting the button and jumping into the pipe a little less awkward. Next is to set up a director track i matinee, where you can animate the camera positions, switch between cameras, and add sound tracks.
Once all the shots were set up how I wanted, I began to add the sounds, and edit the curves turning sounds, animations and cameras on and off. It is now finally complete enough to be included in the game.
I have learned a lot from this process. First I learned to take an idea to a storyboard. Use that storyboard to layout, setup camera shots, and lighting in maya, and beging blocking out animations, and iterating on feedback. I also learned about adapting to extenuating circumstances, and figuring out how to still bring your creative vision to life, in some way you can be satisfied with. I learned many new tool sets, and skills regarding the practical application of animation in game production. I also got a taste of everything from modeling, texturing, rigging, animating, and editing as a result of my efforts to complete the work for the Independent Study project, that I would not have learned from the projects class alone. Things I would do differently had I had the chance... I would have looked into the demands of the medium before I got so far down the wrong road, ie; had I known movies were such a problem to integrate, I would have planned from the beginning a much better setup to be created in game, rather than scrambling to get it together after I had to scrap half my work. At the same time though, I am grateful to have had to go through both, because I learned new things specific to each medium that I wouldn't have learned otherwise. I consider my time spent on this Independent study project to be very valuable, and the class study to be quite worthwhile.




























