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Cure - Animation and Alembic Cache

On Tuesday, I ran through my animation with Brendan as there were a few shots that really needed some work. These were the ones where she falls to her knees - in my animation it was too controlled and not natural - and where she stands back up - the weight was off as she stood up. Brendan spent some time talking me through how to fix these as well as going through the rest of my animation and tidying up mistakes and errors that made the animation look less natural.

However, whenever I was importing my animation to Unity in FBX form, the facial animations didn't translate very well. Some of the controls when much further than they had in Maya resulting in stretched meshes that looked unatural so I came back to an idea I'd had the other month. I had talked about using an Alembic cache in Unity as they had used this method for the Unity short film ADAM. However, this isn't yet an official Unity plug in and is only available on GitHub where the instructions are in Japanese so I had ignored it. But recently, my classmate Diebrig had got it working for her 'Honey Simulations' so I followed her footsteps on her blog to get alembic cached animation into Unity and it worked!

I also originally had every intention of running my entire film in Unity as an executable, however, Unity is not the easiest to get sounds and music to line up just right as you can't hear audio unless you play the whole 'game'. So I'm going to record my film using a video recorder plug in for Unity (that I can't find the link for right now). This means I can take my whole film into Premiere Pro and add in my end credits and sound and music.

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