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IntroGameAnimation_SETUP

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9 views

IntroGameAnimation_SETUP

Uploaded by

sergeiabgarov
Copyright
© © All Rights Reserved
We take content rights seriously. If you suspect this is your content, claim it here.
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Intro to Game Animation: SETUP

Congratulations for taking the first step in this journey!


Below are some basic steps to help get you setup before our first class begins.

Onboarding checklist:
1. Download course materials, including “AnimSchool Unreal Instructions” and “FBX
exporting”
2. Download game characters from AnimSchool
3. Download game character textures from AnimSchool if they are available
a. Save out textures into your "<project>/sourceimages" folder
4. Consider upgrading to Maya 2018 this term (optional). Next term, it’s required.
5. Create your character referenced scenes, using the name of the character as their namespace
a. Change frames per second to 30fps.
b. Load in character's picker
c. Save scene out as an un-animated scene
6. Download and install Unreal. This will require an Epic Games account.
7. Download and install OBS Studio, or video capture software of choice, so you can record
and submit your in-game footage from Unreal.
https://obsproject.com/
8. Download and install .FBXReview
https://www.autodesk.com/products/fbx/fbx-review
9. Test out exporting process, following “FBX_exporting.pdf”
a. Make sure that your .fbx files are not over 30MB, or that means your textures aren’t
changed over the the Unreal materials.
10. Download and install Studio Library script for Maya, so we can create poses, etc.
https://www.studiolibrary.com/

Setting up your Maya scenes:


Once you've downloaded the latest character rigs for the Intro To Game Animation, follow this list:

 Save the main rig file somewhere safe!


 Open up an empty new scene in Maya and go to File>Create Reference [ ]
 Under Namespace Options, check the "Use namespaces" check box
 then select the radial, "Use selected namespace as parent and add new namespace string:"
 fill in the emty box with the name of the character, like "Riker", "Burcak", or "Sorceress".
 click the reference button
 Select the rig file you want to reference
 If your character is referenced correctly with a namespace, your nodes should look like this:

 Save this new animation start screen something like, "_AnimMaster_riker.ma" and use it to
start all animations from.

Character Rig RULES


There are a few simple rules you'll need to remember to keep your rigs happy.

 Make sure you don't set keys on your "jnt" bones. These are the ones selected when you
choose the "Joint" button on the picker.

 Make sure you have "Automatically Orient Joints" option turned OFF in the translate tool
options. To get this, double click the translate tool on the side menu.

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