Last week was mostly traveling for work, and this week my family rented an RV and is in Oregon waiting to see this amazing eclipse tomorrow. It feels like this project is nearing the make-or-break moment, as the animation has gotten painfully complex, and the time commitment may get too high to continue. In another time, this work would only taken a few weeks, or even a marathon session if I did it for a hackathon, but I'm running a company and trying to raise a few million bucks, so OLP has to be a "personal project" in my spare time.
I will say that Jason Rubin wasn't joking when he gave out his email. I wrote him last week and got a near immediate response, finding me folks to talk to at Oculus research who really want to talk about what my company is creating. It's an exciting time, but if I don't have anything new to post here in the next week or two, I'll probably have to bow out of this amazing opportunity.
Might as well use this as a place to jot down the remaining time needed to finish my project.
Blocking animation and re-timing on 3 clips - 5 hours Polish on clip 1 - 3 hours Polish on clip 2 - 8 hours Polish on clip 3 - 8 hours Redo rig to fix blendshapes and add eyeball rig - 2 hours Animate eyeballs, or use constraints - 3 hours Merge and export clips - 1 hour Rig "Faerie" skeleton - 1 hour Chop up 12 "Faerie" takes in story mode and bake to skeleton - 5-15 hours Model Bottle, Shield, 3x more props w/textures - 4 hours Create "Faerie" particles in UE4 - 1 hour Merge all new assets into Unreal scene, wire up animations, textures, materials and particles - 8 hours Blueprint for "start" - 1 hour Credits? Play again? - 2 hours Lighting tweaks, perf testing, final polish - 4 hours Name, logo, host somewhere - 6 hours
Sounds like at least 66 hours of work, so if we have 6 weeks left I need to do at least 11 hours a week. Possible, but tricky. Glad I got this written down.