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Week 9 - Eclipse

Playonward
Honored Guest
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.
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