For this sprint we started off by splitting up the animations of the last player body type in the game, the medium. This model is the most similar to a human build so I had the easiest time conceptualizing the animations I needed to make. This also became a struggle when trying to balance between how I know humans to look when they do actions compared to how this robot should look. After some tests and back and forth to confirm with my producer, We ended up with this walk cycle which I used as reference for the rest of my animations.
After that I moved straight into the backwards walk. I struggled to get the speed right with this one because normally when you go backwards you speed up to a jog or slow down a lot but in this case it needed to be about the same pace of the walk. I solved this problem by making the cycle a little uneven which I think also makes the walk look more robotic.
Next I made the turn animation. I've slowly gotten the hang of the turning animations over the three that I've done for this project but its still hard to get the animation looking right when it has to stay in place while turning.
The strafe animation for this model went super quick. After all the difficult strafe animations for the non humanoid robots this one felt super simple. I ended up speeding up this animation after the fact but it turned out good.
Moving on from the medium body, I went back to the light body to work on the new additions of stun and death animations for the light and heavy body models. The light body stun was a bit of a struggle for me because of how the gun is constrained to the body. It locks the arms in place and makes it a little difficult to get a believable movement on the upper body. I solved this by having most of the movement in the lower body and only very subtle movements in the arms.
Next I moved on to do the same for the heavy body model. this one was a little bit easier for me because of the separation between the lower and upper body on this model. I made this animation twice and I think the second one came out a ton better because in the first one I was too focused on making it a short cycle and it made it look too rushed and too easy to spot the loop.
To finish up the heavy body I made the death animation. I had a really strong idea of how I wanted this to look and I think I was able to get it pretty close. My designer also had some really good ideas for this animation so I added those in too. Over all I'm super happy with this animation.
At the end of this sprint I moved over to a different game to help them get their animations done before the deadline. For Gobby's throw animation I splint it into three sections so it can have all the functionality the programmers need. This rig is not made in a super optimal way but after some trial and error I ended up with something that will work.
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