Cream the Rabbit Mechanim Test

This morning I managed to rig the Cream the Rabbit model I made and import it into Unity 3D to test with the mostly-automagical Mechanim rig/animation suite.

It was actually fairly painless. If you name the bones in your armature the same as they are in the Mechanim dialogue it automatically links everything up!

The only downsides I see, is that there is definitely some tweaking to be done around the weight painting in the model.

When the model initializes, her back juts way out because the arms are somehow linked to the back of her dress.

You can also see both eyes inexplicably bob up and down as she runs. Really strange! She’s also frowning which I believe is related to the default pose as well, despite her not having any bones (armature anchor points) directly related to the mouth.

All in all it seems pretty simple to set up, though.

You can play with a demo of the Cream the Rabbit Mechanim test here.

Kanban on GitHub

I’ve started to use the kanban board on GitHub and it’s pretty useful!

So far I’ve laid out the tasks I need to complete to get the game logic into a better state for my cutesy version of the royal game of UR.

As I come up with new issues with the game that need to be tackled, I put them on the ToDo list on the left.

As I start a task I drag it to the midddle.

When it’s done, it goes to done. Seems simple, right? Well the visual list of tasks helps to motivate me to complete them, and it’s a format I’m familiar with working on at work. Usually an agile swim lane is used in web development circles but that’s pretty similar, with a column for QA added and maybe some others depending on your needs.

I think I’ll keep using this. It’s worth noting that this feature already existed as a part of GitLab. I run my own instances, but I haven’t used that feature up until now.