Since the group were struggling with writing their dissertations at the time, workload had lessened with the RTGROP unit. The group now realised that they could have worked more towards a final piece. There were still many other tasks that could be done. These involved, adding a prop to the level to make the character have to pick up a key before finishing the level. Because the group were more focused in getting the levels and the character working in real-time, this idea had been forgotten about. Having a prop involved in a level would require alot more work, and because the group members were already busy with work, and had other problems, this could not be done. If there were more time, and if the group members did not have their dissertations to write, then time would be allocated to doing this. The other tasks that needed doing were animations of the levels in flash before they appeared in motionbuilder, and this was Frances's task. Functions were also needed, so the grid in Motionbuilder could be hidden, and the markers could be hidden on the actor. These were put as priority as they were needed for the presentation, which was in a month's time. The solutions to these were added to the MOCAP documentation.
It was Greg's role to research into how to get the platform to move with the character for the mine cart level, but it was then realised by him and the rest of the group that instead, the level was simply animated, to look like the character was moving through. When playing this animation, it was shown that the level was not big enough, and the animation was over quickly. This meant that the mine cart level would have to be made bigger, but with Alex's other deadlines, it simply meant he did not have enough time to do this. If this project was done again, levels would be made much sooner and tested much early on to avoid this happening. If more time were available to the group, then this task could be completed.
It was decided that there should be 10 seconds showing the mine cart level before the animation should start as it would give the actor (Alex) the chance to get ready. A countdown could be added to help improve the performance side of the project and to provide entertainment to the viewers.
Looking at last year's group performance, there was no showing of the group sorting out the next level ready for the actor to start, and they had animations inbetween the levels. This was this group's idea, but it was not known how to change input so the DVD player output would be shown. Jack would research into this by asking a member of last year's group.
Tasks for the next few weeks were:
Alex - If time, work on the mine cart level more, and provide textures for the rope bridge
Jack - Research into finding a way to switch to a DVD player input so preparation can be done ready for the next level
Frances - Work on animations inbetween levels
Helen - Finish website ready for hand in on 8th May
Greg - Continue production process
Friday, 24 April 2009
Friday, 3 April 2009
MOCAP Session 8 - Friday 3rd April 2009
Since the group now knew how to get real-time working in an efficient time, it meant that the group could now work faster, however since Alex was an hour late to the meeting, it meant that time became limited, and not much work could be done.
A problem was discovered when merging the levels in with the character in Motionbuilder. Since the levels had been properly scaled to the right size in length, they had no been built in size with the character, so it meant that the levels were too big for the character to navigate in. Since the character had already been rigged, it meant that it could not be resized, and this was warned to us by our client, Alex Counsell. It seemed the only thing that was possible, was to scale down the levels. When the group tried descaling Alex's ropebridge level, it seemed to work fine, but when trying to descale Simon's level, it became a challenge. Firstly because he hadn't grouped the level as one object, meant it became impossible to do so, and also when it was scaled down, it didn't fit in proportion to the character, and this made the group confused. The solution maybe, was to get Simon to group his level and try again. If the descaling would not work, the group would not be able to use his level, and this would be a waste of time, so research would need to be carried out to get this to work.
Frances had finished her animations and had uploaded them to Youtube for the group to see, and it was agreed that they were useful for the start and end of the performance. Animations would still need to be created at the start of each new level to tell the user what to do in the level (a brief description/aim of the level).
Jack had finished texturing the character, and the group agreed that the textures were suitable for the character, and that it had matched Frances perceptions of the character she originally drew.
Alex had half completed the mine cart level. The group discussed how long they wanted the mine cart to last. Since the specifications of our task was to create a performance that lasted at least 2 minutes, it was decided that the mine cart level should last about a minute, half of the performance, since it was to be the last level and the most important level. It was then Greg's job to research into attaching the character to the moving platform so the character would follow the platform when it moves along the level. Since Motionbuilder was a new program for everyone, this could become a tough task.
Tasks for the easter holidays:
Jack -
Alex - Finish off ropebridge level, bring textures to next mocap session, and finish off mine cart level.
Frances - Think of ideas for aims of the 3 levels of the game, and start working on animations
Simon - Group the cave level together, and rotate so it fits the size of the mocap room, ready to be scaled down next time.
Helen - Continue updating website
Greg - Continue production process, and research into attaching character to moving platform in Motionbuilder.
The group have a month and a half before the performance on 20th May.
A problem was discovered when merging the levels in with the character in Motionbuilder. Since the levels had been properly scaled to the right size in length, they had no been built in size with the character, so it meant that the levels were too big for the character to navigate in. Since the character had already been rigged, it meant that it could not be resized, and this was warned to us by our client, Alex Counsell. It seemed the only thing that was possible, was to scale down the levels. When the group tried descaling Alex's ropebridge level, it seemed to work fine, but when trying to descale Simon's level, it became a challenge. Firstly because he hadn't grouped the level as one object, meant it became impossible to do so, and also when it was scaled down, it didn't fit in proportion to the character, and this made the group confused. The solution maybe, was to get Simon to group his level and try again. If the descaling would not work, the group would not be able to use his level, and this would be a waste of time, so research would need to be carried out to get this to work.
Frances had finished her animations and had uploaded them to Youtube for the group to see, and it was agreed that they were useful for the start and end of the performance. Animations would still need to be created at the start of each new level to tell the user what to do in the level (a brief description/aim of the level).
Jack had finished texturing the character, and the group agreed that the textures were suitable for the character, and that it had matched Frances perceptions of the character she originally drew.
Alex had half completed the mine cart level. The group discussed how long they wanted the mine cart to last. Since the specifications of our task was to create a performance that lasted at least 2 minutes, it was decided that the mine cart level should last about a minute, half of the performance, since it was to be the last level and the most important level. It was then Greg's job to research into attaching the character to the moving platform so the character would follow the platform when it moves along the level. Since Motionbuilder was a new program for everyone, this could become a tough task.
Tasks for the easter holidays:
Jack -
Alex - Finish off ropebridge level, bring textures to next mocap session, and finish off mine cart level.
Frances - Think of ideas for aims of the 3 levels of the game, and start working on animations
Simon - Group the cave level together, and rotate so it fits the size of the mocap room, ready to be scaled down next time.
Helen - Continue updating website
Greg - Continue production process, and research into attaching character to moving platform in Motionbuilder.
The group have a month and a half before the performance on 20th May.
Saturday, 28 March 2009
MOCAP Sessions 6 + 7
The 6th mocap session was productive, as the cameras were connecting up to the computers, and so a successful ROM test was run. Simon is now in charge of cleaning up the data on the performance day, and Jack is to work with Motionbuilder. Since the notes taken when being taught by Geoff were vague, it was hard to understand what to do when it came to putting the data in Motionbuilder, and so the session was ended early.
Lucky for the group, a Tuesday session was booked in, and during tuesday, wednesday and thursday sessions, two staff members who are familiar with the MOCAP room, were available for help. This was beneficial as it helped explain the missing steps that the group missed when running through the procedure. There were certain steps in the procedure that were essential, that was not written down in the notes, and these were then updated. Cleaning of the data was simplified, meaning that more time was had to work in Motionbuilder. This would become useful for the group, as the time before the performance will be limited.
Since working with real-time was explained too quickly when Geoff explained it, the notes taken were very brief and very hard to understand. The staff members in the room were around to help, but they had not covered the subject much as well, so experiments were carried out to try and get the feed live. After many attempts, and mistakes of removing an actor from Motionbuilder, the feed finally worked in real-time. The problem was that whenever the real-time plugin was started, the actor in Motionbuilder would just shrink into a heap on the floor, and not match any ROM data. The solution is explained in the revised notes, which can be found here: Mocap Room Documentation. Because of limited time, the marker set was not set up properly, meaning the character jolted and became jumbled up in itself when working in real-time. By creating a proper marker set in Motionbuilder will help keep this data smooth, and hopefully cause no problems. Since it took a while to find a solution to importing the character that Jack and Alex had made into Motionbuilder, it meant that little time was had to experiment in real time, but now this was working, it was proven that the group may be able to achieve a good, working performance, and next time, know what to do, so the group can show Alex Counsell. Even though this step was meant to be achieved a month ago, many problems were encountered. The group have two months to get the performance ready.
Tasks for this week include:
Frances - Work on the animations for the start, end, and inbetween levels. Animations will also need to be created if the character falls, or gets hit, or dies.
Alex - Finish the aesthetics of the ropebridge level, add the textures, and continue working on the mine cart level. This should be aimed to be finished in 2 weeks time.
Jack - Continue with texturing of character, and finalise rigging.
Simon - Help out with cleaning up of data, and texture the cave level.
Helen - Continue updating website
Greg - Continue production process
Lucky for the group, a Tuesday session was booked in, and during tuesday, wednesday and thursday sessions, two staff members who are familiar with the MOCAP room, were available for help. This was beneficial as it helped explain the missing steps that the group missed when running through the procedure. There were certain steps in the procedure that were essential, that was not written down in the notes, and these were then updated. Cleaning of the data was simplified, meaning that more time was had to work in Motionbuilder. This would become useful for the group, as the time before the performance will be limited.
Since working with real-time was explained too quickly when Geoff explained it, the notes taken were very brief and very hard to understand. The staff members in the room were around to help, but they had not covered the subject much as well, so experiments were carried out to try and get the feed live. After many attempts, and mistakes of removing an actor from Motionbuilder, the feed finally worked in real-time. The problem was that whenever the real-time plugin was started, the actor in Motionbuilder would just shrink into a heap on the floor, and not match any ROM data. The solution is explained in the revised notes, which can be found here: Mocap Room Documentation. Because of limited time, the marker set was not set up properly, meaning the character jolted and became jumbled up in itself when working in real-time. By creating a proper marker set in Motionbuilder will help keep this data smooth, and hopefully cause no problems. Since it took a while to find a solution to importing the character that Jack and Alex had made into Motionbuilder, it meant that little time was had to experiment in real time, but now this was working, it was proven that the group may be able to achieve a good, working performance, and next time, know what to do, so the group can show Alex Counsell. Even though this step was meant to be achieved a month ago, many problems were encountered. The group have two months to get the performance ready.
Tasks for this week include:
Frances - Work on the animations for the start, end, and inbetween levels. Animations will also need to be created if the character falls, or gets hit, or dies.
Alex - Finish the aesthetics of the ropebridge level, add the textures, and continue working on the mine cart level. This should be aimed to be finished in 2 weeks time.
Jack - Continue with texturing of character, and finalise rigging.
Simon - Help out with cleaning up of data, and texture the cave level.
Helen - Continue updating website
Greg - Continue production process
Friday, 13 March 2009
MOCAP Suite 5 - 13th March 2009
A few sessions had been booked before this, but these had both been unproductive, as the two computers in the MOCAP room could not connect, losing valuable time for the group. An email was sent to Alex Counsell to fix this, and by this session, it was completed. Since the group did not take any pictures or remember where each of the markers went on the suit, it made it very difficult to place them. It was found out in the end, by loading ROM test data from another group, and finding where the labels went. This cost us time, and meant that we could not clean up the data in time. Since it had been a while since we had cleaned up data, we had forgotten what settings to use, to fill in the gaps, but this was to be solved by simple practice. Because of the little time we had left, Greg had to email the MOCAP room managers and book in more slots. We had found out that one of the other group's had booked in monday's and fridays up until the 30th March. This meant that we'd be left with little time and would almost mean the group would fail the presentation. It was found out that Tuesdays and Thursdays could be booked in, only in certain circumstances, and these were explained as little time left, and due to technical problems. Permission was also given by Alex Counsell, and the group managed to book in another 3 sessions on a tuesday and thursday.
Because we only have 3 hours in the MOCAP room, it gives us little time to setup, capture the data, clean the data then work in real-time. To get this to work, alot of practice would have to be put in, so that by the end of the 3 hour session, we would be able to have a real-time character in Motionbuilder.
Alex had finished the ropebridge level, and showed us. The group approved of this, and would make a perfect level for the game. It would be that if the character was to walk on a certain plank of wood, it would crumble away and the character would have to go another way. This would be done by using an animation trigger. Since Frances was in charge of the animations, she had preferred to create them in Flash, so this may have to be done in Flash, but it will be sorted soon.
Simon had completed the first cave level, and now matched the original design/layout of Frances's original concept designs. If possible, we would have pieces of a key to collect in this level, for the door at the end to open.
Tasks for this week involve:
Alex - Work on creating the mine cart level. Greg had already practiced the animation of a platform to move in Motionbuilder, and should be simple to get it working.
Jack - Learn to texture in motionbuilder, create textures for the character, and advance on the rigging of the character.
Frances - Work on the flash animations (Start, End, Between levels (maybe) and animation triggers (if character fails etc)
Helen - Continue on website
Simon - Help with cleaning up with data in MOCAP room
Greg - Help with cleaning up with data in MOCAP room and continue production process
Because we only have 3 hours in the MOCAP room, it gives us little time to setup, capture the data, clean the data then work in real-time. To get this to work, alot of practice would have to be put in, so that by the end of the 3 hour session, we would be able to have a real-time character in Motionbuilder.
Alex had finished the ropebridge level, and showed us. The group approved of this, and would make a perfect level for the game. It would be that if the character was to walk on a certain plank of wood, it would crumble away and the character would have to go another way. This would be done by using an animation trigger. Since Frances was in charge of the animations, she had preferred to create them in Flash, so this may have to be done in Flash, but it will be sorted soon.
Simon had completed the first cave level, and now matched the original design/layout of Frances's original concept designs. If possible, we would have pieces of a key to collect in this level, for the door at the end to open.
Tasks for this week involve:
Alex - Work on creating the mine cart level. Greg had already practiced the animation of a platform to move in Motionbuilder, and should be simple to get it working.
Jack - Learn to texture in motionbuilder, create textures for the character, and advance on the rigging of the character.
Frances - Work on the flash animations (Start, End, Between levels (maybe) and animation triggers (if character fails etc)
Helen - Continue on website
Simon - Help with cleaning up with data in MOCAP room
Greg - Help with cleaning up with data in MOCAP room and continue production process
Monday, 23 February 2009
MOCAP Suite 4 - 23rd February 2009
This MOCAP session was booked as it was hoped that the character would be rigged, and the a level would be created. Since Jack found out that Motionbuilder must require a skin modifier for rigging to work, then he has had to learn a whole new technique, and this has taken longer than necessary. The group has now realised rigging could have taken place with a default character in the previous months, as it is now holding the group's work up.
Simon had finished creating the first level, and showed the group, which turned out to look good, now that the dimensions of the MOCAP room had been defined. A ROM test was supposed to take place to see if a character model (a default one) would work inside the level, but since the Datastation would not connect to Tarsus (the program running on the 2nd monitor), the group could not test any data. This cost the group a valuable session in the MOCAP room, and another session is to be booked for friday, with an assistant, to make sure the group were following the right directions.
Alex has also been working on a rope-bridge level, and this should be completed by friday.
Frances has said that the Flash animations she works on can be exported to AVI, which should be able to be imported into Motionbuilder.
Greg had a short talk with Andy Bain about what to do next, and he has said to work on the mine cart level, as it would be good to see it working in action. It could easily be done by 'faking'. The audience could control the mine cart by shouting "LEFT!". At this point, someone in the MOCAP room using Motionbuilder, could trigger a camera animation along a set route. This looks like it is in real time, but instead it is just an already created animation of the level.
Tasks for this week are:
Simon - Finish creating the first level, and start working on a new level (the mine cart level - this can be bigger than the other levels, as we need it to last for a while.) Think of ideas what to appear on the track of the mine cart level. Also to send the level he has created to everyone via email, so the group can work on it on friday in the MOCAP room.
Alex - Finish the ropebridge level, screen-shot it, and upload to the Google Group, so the whole group can see. By everyone seeing a finished level, this will show progress, and hopefully improve motivation in the group.
Jack - Finish rigging the character, and ask Alex Counsell if any help needed.
Helen - Try to find a hosting website where the website can be seen by everyone. Any showing of progress will motivate the group.
Frances - Continue on animations within Flash.
Greg - Continue production process and book MOCAP session for friday.
The group can finish this project if they put their minds to it. Andy Bain mentioned even if the mine cart level worked, it would be good enough to show as the performance.
Simon had finished creating the first level, and showed the group, which turned out to look good, now that the dimensions of the MOCAP room had been defined. A ROM test was supposed to take place to see if a character model (a default one) would work inside the level, but since the Datastation would not connect to Tarsus (the program running on the 2nd monitor), the group could not test any data. This cost the group a valuable session in the MOCAP room, and another session is to be booked for friday, with an assistant, to make sure the group were following the right directions.
Alex has also been working on a rope-bridge level, and this should be completed by friday.
Frances has said that the Flash animations she works on can be exported to AVI, which should be able to be imported into Motionbuilder.
Greg had a short talk with Andy Bain about what to do next, and he has said to work on the mine cart level, as it would be good to see it working in action. It could easily be done by 'faking'. The audience could control the mine cart by shouting "LEFT!". At this point, someone in the MOCAP room using Motionbuilder, could trigger a camera animation along a set route. This looks like it is in real time, but instead it is just an already created animation of the level.
Tasks for this week are:
Simon - Finish creating the first level, and start working on a new level (the mine cart level - this can be bigger than the other levels, as we need it to last for a while.) Think of ideas what to appear on the track of the mine cart level. Also to send the level he has created to everyone via email, so the group can work on it on friday in the MOCAP room.
Alex - Finish the ropebridge level, screen-shot it, and upload to the Google Group, so the whole group can see. By everyone seeing a finished level, this will show progress, and hopefully improve motivation in the group.
Jack - Finish rigging the character, and ask Alex Counsell if any help needed.
Helen - Try to find a hosting website where the website can be seen by everyone. Any showing of progress will motivate the group.
Frances - Continue on animations within Flash.
Greg - Continue production process and book MOCAP session for friday.
The group can finish this project if they put their minds to it. Andy Bain mentioned even if the mine cart level worked, it would be good enough to show as the performance.
Monday, 16 February 2009
MOCAP Suite 3 - 16th February 2009
As Simon was ill, and Frances was busy, only Greg, Jack, Alex and Hel managed to come to the pre-booked MOCAP session. The original plan was to have the character finished and be tested in real time with a level, but since the character had only just been finished the night before, then no rigging could take place.
We were told on Wednesday that the size of the MOCAP room was 9 x 5 ft, and Simon had created a default level to use for the template when creating levels, but this looked extremely small. When we went into the MOCAP room, we tried measuring the MOCAP room with our feet, as a size 9 foot is roughly equal to one foot. It was then proven that the room was not 9 x 5 ft, but infact, 20 x 12 ft, which is alot better than the suggested size. We do not know why Alex Counsell told us it was 9 x 5, as this seemed extremely small, and there was no room to place the character or move about. So a new default level was created in 3D Studio Max, with the correct dimensions, and Jack and Alex rescaled the character to fit into the levels. This would be the template file to use for all the levels, and the levels could be built using this. Since Alex had now finished the character, then he said he would not mind working on some levels, as he prefers levels. This would certainly be of benefit to us, and if Jack could help as well, then the levels would be finished within a couple of weeks.
Frances had uploaded concept art to the Google Group so Helen could upload it to the website, and this would take place in the next week.
The roles for this week were:
Frances - Work on the animations (although they may not be able to be done in Flash, as Motionbuilder does not import flash files, and this will have to be thought about)
Helen - Upload the images to the XML gallery, and get it working. Upload the website to a hosting site, so the group can view it.
Jack - Rig the character, so it can be placed in Motionbuilder, and therefore next week when there is another MOCAP Suite session booked, it will work in real-time.
Alex + Simon - Work on the levels. Simon to work on the first level with the sundial, and the cave level. And Alex to work on the ropebridge level.
Greg - Work on the production process and book another MOCAP Suite session for next monday.
A MOCAP Suite session was to be booked for next monday, so the real time data can be experimented with, with the new character and new levels. This can then be shown to Alex Counsell.
We were told on Wednesday that the size of the MOCAP room was 9 x 5 ft, and Simon had created a default level to use for the template when creating levels, but this looked extremely small. When we went into the MOCAP room, we tried measuring the MOCAP room with our feet, as a size 9 foot is roughly equal to one foot. It was then proven that the room was not 9 x 5 ft, but infact, 20 x 12 ft, which is alot better than the suggested size. We do not know why Alex Counsell told us it was 9 x 5, as this seemed extremely small, and there was no room to place the character or move about. So a new default level was created in 3D Studio Max, with the correct dimensions, and Jack and Alex rescaled the character to fit into the levels. This would be the template file to use for all the levels, and the levels could be built using this. Since Alex had now finished the character, then he said he would not mind working on some levels, as he prefers levels. This would certainly be of benefit to us, and if Jack could help as well, then the levels would be finished within a couple of weeks.
Frances had uploaded concept art to the Google Group so Helen could upload it to the website, and this would take place in the next week.
The roles for this week were:
Frances - Work on the animations (although they may not be able to be done in Flash, as Motionbuilder does not import flash files, and this will have to be thought about)
Helen - Upload the images to the XML gallery, and get it working. Upload the website to a hosting site, so the group can view it.
Jack - Rig the character, so it can be placed in Motionbuilder, and therefore next week when there is another MOCAP Suite session booked, it will work in real-time.
Alex + Simon - Work on the levels. Simon to work on the first level with the sundial, and the cave level. And Alex to work on the ropebridge level.
Greg - Work on the production process and book another MOCAP Suite session for next monday.
A MOCAP Suite session was to be booked for next monday, so the real time data can be experimented with, with the new character and new levels. This can then be shown to Alex Counsell.
Wednesday, 11 February 2009
Alex Counsell Meeting Three - 11th February 2009
Another meeting was organised with Alex Counsell, as there hadn't been one since December. Not much had been done in the time, so the group had practically nothing to show.
It was proven that Simon's level he created could not fit in the mocap room, as the area was too big, and this was not thought about when he created it. It may be possible to use the level, if we can get the level to move around the character, but that is something we will have to research.
Since the MOCAP room is only 9 x 5, the area is really quite small, and basically impossible to work with when creating levels.
Alex suggested the idea before, but the idea came up of a moving level, where the level moves around the character, and we were going to use this concept with a mine cart level, where the character was to duck, and move left and right, avoiding obstacles and steering the way. We thought that the concept could also be used to create other moving levels, where the character stays still, then moves left or right, whilst the level is moving a steady pace. Obstacles would come towards the character and they would have to avoid them by moving left, right, ducking or jumping. The concept could also be used on a moving platform, the character moves onto the moving platform at the right time, and is taken further, hence giving us more space to work with.
Our next plan of action is to create a simple level in Motionbuilder so we can work with the default model for all levels, then we know the space that we can work with. This can be done just using simple blocks for obstacles. Once this is done, we must import the character in, so we can resize it, and create a relative size, so the character fits in with the level environment. If necessary, we can just use a block for the character, and attach ROM data to that, so it can easily be tested without the need for our character model. Alex Counsell told us that the character cannot be rigged until it is the right size, as once the character is rigged, it is almost impossible to resize.
Once the basic character and levels are tested, then more complex levels can be added, and puzzles can be implemented.
Once we have got a working example of a level and character in Motionbuilder, we must show Alex Counsell, and this MUST be done in the next couple of weeks, otherwise we have a chance of failing.
Motionbuilder must be researched so we know it inside out, and this can be done by using relevant tutorials that come with the software, and internet tutorials. The sooner this gets done, the more confident we will feel about our performance. Alex Counsell told us that Motionbuilder 2009 features are still being tested.
It was said that there is only 10 weeks left for us to finish, which gives us little time, and we have hardly achieved anything, so the next few weeks will be a MASSIVE push to catch up.
It was proven that Simon's level he created could not fit in the mocap room, as the area was too big, and this was not thought about when he created it. It may be possible to use the level, if we can get the level to move around the character, but that is something we will have to research.
Since the MOCAP room is only 9 x 5, the area is really quite small, and basically impossible to work with when creating levels.
Alex suggested the idea before, but the idea came up of a moving level, where the level moves around the character, and we were going to use this concept with a mine cart level, where the character was to duck, and move left and right, avoiding obstacles and steering the way. We thought that the concept could also be used to create other moving levels, where the character stays still, then moves left or right, whilst the level is moving a steady pace. Obstacles would come towards the character and they would have to avoid them by moving left, right, ducking or jumping. The concept could also be used on a moving platform, the character moves onto the moving platform at the right time, and is taken further, hence giving us more space to work with.
Our next plan of action is to create a simple level in Motionbuilder so we can work with the default model for all levels, then we know the space that we can work with. This can be done just using simple blocks for obstacles. Once this is done, we must import the character in, so we can resize it, and create a relative size, so the character fits in with the level environment. If necessary, we can just use a block for the character, and attach ROM data to that, so it can easily be tested without the need for our character model. Alex Counsell told us that the character cannot be rigged until it is the right size, as once the character is rigged, it is almost impossible to resize.
Once the basic character and levels are tested, then more complex levels can be added, and puzzles can be implemented.
Once we have got a working example of a level and character in Motionbuilder, we must show Alex Counsell, and this MUST be done in the next couple of weeks, otherwise we have a chance of failing.
Motionbuilder must be researched so we know it inside out, and this can be done by using relevant tutorials that come with the software, and internet tutorials. The sooner this gets done, the more confident we will feel about our performance. Alex Counsell told us that Motionbuilder 2009 features are still being tested.
It was said that there is only 10 weeks left for us to finish, which gives us little time, and we have hardly achieved anything, so the next few weeks will be a MASSIVE push to catch up.
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