Hello everyone, plants here, and during this whole week, the devs have released multiple devblogs, this is #25:
Hey guys, Wilttilt again dropping in to kick off a full week of devblogs! Consider these a series of more personal devblogs written to detail some of the things we specialize in! You can look forward to mine, Virt's, Funske's, Dogon's, and Przzy's write-ups on what we do best. We may even be able to sneak a couple others in. The meat of my devblog will detail what I've been dedicated to working on this past month or so, as well as some of the smaller things I do around here!
One of the most important roles I serve here is to rig everything...That's right, so far, everything. Rigging is the process in which weights are applied to a character or object's "bones" that basically allow for moving parts. I went over this briefly in our "Girl Power" devblog, but to expand a little, each and every vertex on one of our models has to be specifically told to move when one of the models' bones moves. The tough part is usually determining where one bone takes control and the other stops having an effect. Depending on how much "weight" each bone has can really make an impact, so it can sometimes be a challenge to figure out what goes where.
Considering how useful rigging is in letting us get the world and environment into a state where it feels alive, it's safe to say that a ton of stuff has to be rigged for FusionFall Legacy. Most obviously, are the NPCs that fill the world, but monsters often have just as many if not more bones for their models. Just as well, every item piece has to be rigged separately....twice, because we have both a girl and boy version of every single item. This can be overwhelming at times, but its good to look back and see how far we've come and look at how much I've managed to rig.
One of the more annoying part of rigging, especially in regard to FusionFall Legacy, are some of the non-conventional rigs we have. Things like fusion spawns, cyber stingers, and shocktanglers are all non-humanoid, so there has to be a different kind of base for each one. This can really be some work at times, but it tends to come together exactly as we need it!
In addition to working on the rigging for the game, I also make some of our team's models and textures. I refined our Gumball NPC, worked on Darwin, and basically serve as quality assurance to make sure our models are in tip top shape! Here's a quick look at our model for Gumbal. I still can't get over the fact that our artist was able to design a talking fish with legs and a blue cat in the style we needed, but he pulled it off!
And Finally, I get the honor and privilege to announce our first official live event! You Nintendo fans may be familiar with the style we'll be presenting in, as it's reminiscent of Nintendo's own Nintendo Direct events. Be sure to check it out at the end of our week of devblogs, as its sure to have lots of cool information, reveals, and even a live hangout/Q and A session. We're all looking forward to having you there! We'll have more information on the times later in the week.
The info for the livestream is right down here:
Hey guys! Dogon here with some new info about our Live Event! You can catch our first ever official livestream on December 8th at 4:30 PM EST. You can watch it by logging in to F.M.H.Q. LIVE or by tuning in to our twitch channel. Keep in mind that our twitch chat is disabled, so if you want to chat with your friends about it, you'll have to log in to LIVE, which can be accessed via the sidebar on the main site.
http://www.twitch.tv/fusionfalllegacy
The Live Event will feature a Nintendo Direct style pre-recorded presentation followed by a live hangout session / Q & A stream where you can hang out with the devs. watch us work live, and ask us questions! The live event will be both archived on Twitch and uploaded to YouTube.
See you all there!
I might not make it but still, ill watch it and do my analysis and impressions of it when its on Youtube.
And yes, ill catch up with ALL of the devblogs.
-Plants10000
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