For the texturing I used substance painter, as I said in ‘Ovreveiw
of the project and what I struggle with!’ blog. I was having a lot of problems of
importing the animation into UE4 which took a lot of time out for my project. Finally,
I found the solution to the problems and was working correctly but once I started
to add the textures to the meshes another problem started, the modules in ue4 didn’t
have the corrector textures allocated to meshes so I had to redo this again. After
fixing the problem in Maya with the meshes having the right textures, I had the
same issues first time round of importing them in ue4. I could add the mesh and
the texture but there was no animation. I ran out of time in the project so I put
the working animation as this the target for the project but that’s why the texture
are just one strand colour.
Rigging Alongside the animations, I have used rigging in Maya. Rather than just using the more simplistic animations, rigging allows me to create more realistic movements. For example, chains and belts. I have gained knowledge of how to use pully belts as a rig effectively, as well as creating smooth transitions for the pully belt moving around the wheels. I felt it best to prioritise this transition as it would effectively create a juddered game experience for the player if it was not smooth. I found that while doing this process, I found it easy enough to grasp the main concept of it, however further on into the more complex issues, I found it more difficult to grasp. It has been a slow learning experience as there are so many options for adjustments within the rigging process.
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