Thursday, June 18, 2026

Sprint Delivery #3

 For this sprint I did a lot of pipeline and personnel management. 

1. Tried to revert the project to 5.6 so that we could use a link plugin between Maya and Unreal, however, all of my attempts to do so failed.

2. I gave feedback about the character and environment development. I helped Jocelyn to create feedback in the form of a draw over for the Sol character.



3. I completed finger controls for Sol and a full rig for the barista character. The rigs are mapped in HumanIK, so they are compatible for use with mocap retargetting. All of the skeletons are also pushed into the engine.






4. I worked on lighting inside of a new lighting sequence that will be added to the main sequence. I tested out some various colors and moods, referencing our original color script. Additionally, I created a 3 - point lighting setup on each character blueprint so customizable lighting is accessible for any of the characters. 









Perforce:



Wednesday, June 3, 2026

Sprint #2 Delivery

 First, I completely fixed our folder structures in Perforce and Unreal to be more asset effective. 



Next, I worked on the character rig for Sol. The rig is still missing finger controls and an advanced facial rig. However, the rig does have Fk, Ik, stretchiness, space switching, and scalability. 




For this sprint, I also looked at pipeline techniques and attempted to integrate a Maya to Unreal live link for our character rigs and cameras. This workflow would speed up our process when exporting and importing to and from Maya and Unreal Engine. However, I have not yet had luck with installing the plugin and getting it to work for us.



Final Sprint Delivery #6

 Final Sprint Delivery #6 For this sprint I mainly focused on implementation and polish for everything in the Unreal sequencer.  1. I noted ...