Client Related Practice & Self Initiated Project: People Progress #10 – Animating

After achieving a reasonable weight to the character that didn’t produce too many deformations, the thought shifted towards animating the character in 3DS Max to be used in UDK (And Unity, in relation to the Self Initiated Project). To do this I would have to mimic basic human actions that would be required by the populace of the level, i.e walking and being idle/standing still. Going forward from this I looked for tutorials primarily that based around the walk cycle, solely because I’d had no prior experience with walk cycles and it has peaked my interest previously to experiment with animations of this caliber. Below are two tutorials explaining the basics of a walk cycle.

The above tutorial wasn’t particularly helpful for me seeing as it’s a tutorial using Maya and I was using 3DS Max, seeing that they are two different pieces of software, the instructions didn’t translate well into one another. But it was interesting witnessing the smoothness of the animation, achieved by the instructor.

This particular tutorial helped me a lot with understanding how to get the best out of 3DS Max when creating a walk cycle. As a visual learner that tends to learn more from being visually taught things through the use of seeing someone do something and I mimic it, this was very useful in catering to that learning style.

Client Related Project (Content not related to the Self Initiated Project)

Moving on from this after attaining a walk cycle, I started looking into how to get the character model and animations into UDK as a precaution to prepare myself for implementation, even though I had yet to do the idle animation. For this I again looked for a suitable tutorial (or three)

As the first tutorial on the subject, this one was fairly informative for a newcomer to the topic of animations within UDK. It was relatively basic but did cover an array of topics, such as; animations sets and animation trees, things I had not had experience with prior.

In particular, this tutorial went through a relatively basic outlook on Kismet within UDK and how that is used to govern animations and movement within the level. It was helpful to me as I’ve had very limited experience with Kismet before and it was somewhat

This tutorial went through a more in-depth look into Kismet, but I had difficulty in following this at times and couldn’t get my animations to work in accordance to that what had been shown.

In terms of the work I have produced, there’s a couple of images and a brief preview of the walk cycle below that shows the result of following the previous tutorials. I think this experience in terms of animation and character creation overall has given me the inspiration to look and delve further into this subject as a potential career pursuit.

The screenshots and preview:



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