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Setting up Animation in Maya and Exporting to UE4

The cogs and key animation was quite easy to set up.  As the cogs would not be seen in great detail I didn't need to do any maths calculations to work out the correct rotation rate for each cog.  I just set rotation values in the X-axis to zero on the first frame for all cogs and set another value of 360 on frame 25.  As I did not want to go to the trouble of setting up joints for all the cogs, I baked out the animation instead. Originally, I left the key separate from the skeleton but I had issues getting it to animate correctly in UE4.  I fixed this by adding the key joint to the main skeleton and skinned it.  I used simple 0-360 looping animation the same way I set up the cogs but baking the animation was not necessary in this case.  Baked Cog Animation Bind Pose used as a base for all looping animations During my research for flying birds I found a cool way to animate wings by using Expressions in Maya.  The following link to the Maya Hacks Youtube channel
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Rigging the Clockwork Bird for Animation

As I am relatively new to rigging and this was my first attempt at rigging a bird, I decided to make things as simple as possible by keeping the total number of joints in the skeleton to a minimum.  The first version of the skeleton uses the older wing which is not split into sections.  More on this further down the page. The root joint is placed at the centre of the torso and branches out to a neck joint to control the head movement, shoulder joints for each wing, a tail joint for vertical tail rotation and finally, leg joints which branch out to the claw joints. In the animation, the Bird character needs to open and close its claws during an action scene.  This was the most involved part of the skinning and rigging process as it was quite painstaking work to paint the weights in such a tight area without painting adjacent faces.  Luckily, I was able to toggle isolation for selected faces using the Ctrl+1 hotkeys. Simple FK skeleton rig with the root joint at the centr

UVs and Texturing

UV unwrapping in Maya  After modelling the bird it was important to create good quality UVs so that the texturing process would go smoothly.  Apart from creating good texture maps, having good UVs is also important for game engines like UE4 to calculate Lightmass and to avoid issues with Ambient Occlusion. For symmetrical geometry it can be a good idea to stack similar pieces to save on texture real estate and maximise resolution.  However, I noticed that UE4 does not like overlapping UVs and can result in texture issues when lighting is rebuilt.  There is a way to get around this by changing the light mass index for your mesh within Unreal. Perspective/UV Editor split screen I used a combination of Planar and Automatic UV creation and then cut along edges and stitched together where necessary.  Bearing in mind that this model would be used as a hero asset, I had to be careful to create the UV map in such a way that seams would be either hidden or not too obvious after pa

Modelling the Clockwork Bird in Maya

Modelling Timelapse - Start to Finish The above gif image shows the modelling process from start to finish.  The early version of the model had basic wings and no cog geometry which sufficed for the blocking out stage. The wings went through a few version changes.  I decided that they would need to be split into sections so that they would look correct when animated.  I modelled cylindrical hinges to divide the wings into base, middle and tip sections. I duplicated each wing to make three layers to fill in any gaps to give the wings a fuller appearance. Early version without cogs and basic wings Later version with updated wings (not split into sections) Finished model with wings split into sections

Reference and sketches

Haz Elf's Clockwork Birds on Deviant Art I found this wonderful image by Haz Elf while researching source material for a Clockwork Bird character I wanted to create for my course's group animation project.  I took the image into Photoshop and altered it slightly, adding cogs and a clock.  The idea was to sketch a concept from scratch but I was not happy with my attempts.   Birds flying in Slow Motion - Video Reference Link to Paul Dinning's Youtube channel