For this project I designed and modeled, textured and weight painted a character in Maya. I then created a control rig in MotionBuilder and rigged extra body parts with extensions so that I could do all animations in MotionBuilder. I also rigged the eyes and the mouth on the girl in MotionBuilder.
The focus for this project was to tweak mocap in MotionBuilder and then to implement gameplay features in Unreal. The Girl has mostly mocap with a few exceptions such as the animation for mounting the FishBird which was keyframe animated in MotionBuilder. By using a lot of mocap I learned a lot about tweaking mocap but also got more time to implement gameplay features, iterate on animations and debug in Unreal.
I had a lot of fun implementing gameplay in Unreal and have gained more experience as well as become a bit more comfortable with Unreal. To get a better understanding of how things worked I wanted to be thorough and create as much from the ground up in Unreal as I could. I created my own gamemode, blueprints and animation blueprints. My character has a run and a sprint with added start and stop animation. She can also jump and has a roll which uses root motion. When running and sprinting she also leans in the direction she turns which was implemented using a blendspace. I also created a climbing system with a start climb, climbing in four directions, a ledge grab, a wall jump and a climb over the edge animation. The climbing also makes it possible for her to climb on 90° slopes. My character can also tell the FishBird to stop following her, mount the FishBird and ride it, but more on that on the breakdown page for the FishBird.