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App Development

Alley Up is a free iOS and Android based game.  The game is a simple yet technical dodge game.  The goal is to keep Oop the balloon safe from hitting any walls or risk damaging him.  The game supports multiple types of play from casual to extremely difficult due to the preciseness of the games structure and scripting.  The level design is procedurally constructed for every play allowing for extended re-play value.  The graphics are hand drawn animated sprites created in Toonboom then transfered to Unity.  The game took a little over a year of development during my free time while at home.  It was developed in Unity 5.  

Hinge Digital VR

Responsible for Animation and Rigging

ARkit Development

Responsible for Scripting, Animation, Lighting, and Unity Development

Totoro VR Reel

All work I did on an Oculus Rift demo based on the movie My Neighbor Totoro.  All CG animation, including rigging was done by me.  

 

Characters and all works of My Neighbor Totoro belong to Studio Ghibli and Hayao Miyazaki.

 

Game Write Up- http://redofpaw.wordpress.com/2014/05/27/my-neighbour-totoro-vr-bus-stop-scene-complete/

 

The demo can be found here - http://redofpaw.wordpress.com/2014/06/02/my-neighbour-totoro-demo-now-available/

My Neighbor Totoro Oculus Rift Demo Recap

For animation, translating from a traditional animated film to 3D was a task in itself.  There are many moments in the film, especially the umbrella section, where Totoro’s arms become much longer.  It was especially apparent when Totoro wasn’t able to hold the umbrella in front of his body.  I had originally addressed this with stretchy IK arms in the rig, but I learned quickly that Maya’s scale compensate for joints is not recognized by Unity and that forced me to throw that out leaving me with no other choice than to perform multiple animation tricks to try and make it work as best as possible.  

 

The facial animation on Totoro and Catbus was achieved with blend shapes along with joints driving the eyelids and lips.  This allowed for us to achieve the extreme poses on Totoro’s mouth.  Once the rig was complete we ran into an issue where the rig was suddenly too complicated to send to Unity and required an alternative method through the form of a “puppet rig”.  This is where Brave Rabbit’s actor tool came in handy (http://www.braverabbit.de/v2/).  This allowed me to have a complicated animation rig in Maya and a more simple actor rig made up of joints, Totoro’s mesh, and his blend shapes.  The actor joints were parented to their respective anim rig joints making it simple as baking the animation to the actor joints and the blend shapes then exporting the actor rig and it’s animation to Unity.  We then ran into an issue with FBX where our blend shape animation wasn’t coming through to Unity.  After scouring the internet we found that blend shapes only seemed to work using the 2010 Maya Binary file format.  Once we got all of these problems solved, the rest of the project ran smoothly.

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