The Keeper’s Light
This is the latest game project I took part in as my education at The Game Assembly, called The Keepers Light. For this project I took responsibility for the two enemy characters aswell as the NPC character, all shown below.
For this project we used my Maya Auto Rigger script to make the base humanoid Rig after which we added whatever extra pieces we thought we needed, such as space switches for weapons and other hand holden items or Tails for the enemies.
During this project we were given the opportunity to record motion capture at Sharkmobs’ motion capture studio in Malmö. For the two enemies and the NPC all the animations are Mocap animations which I retargeted and cleaned in motion builder before importing to maya for additional cleanup and extra animations.
To simplify the process of importing/exporting between Maya and Motion Builder I added a SK Export script to my Auto Rigger which renamed the joint hierarchy, exported it, Duplicated it to get a new hierarchy with the new name before renaming the original joint hierarchy back to it’s original name.
The Rig Controllers when then parent constrained to the renamed joint Hierarchy so that when I imported and animation FBX into the maya scene it would first land on the renamed joint hierarchy, which controlled the controllers, I would then bake the controllers so they saved all the animation data, before deleting the renamed hierarchy.
This work flow allowed be to do the clean up in Maya, which I am much more comfortable with.
Fisherman NPC
Hammerhead
Sharkoblin