Thursday, 21 July 2011
Post 14 - 'Relaxed' and 'minor injury' walk
Here are the first two animation cycles I have made. These were created using the pose-to-pose method as shown in the Gnomon Workshop DVD on animation fundamentals. I first created the beginning, middle and end poses. Then I blocked out the passing / in-between positions. These were created using the stepped tangent mode allowing for a clear understanding of the scene. Once happy with the timing and the poses, the tangents were converted into clamped / curved splines. Then, tweaks using the Graph Editor were made; keys were deleted and new keys made.
I am happy with both animations so far as they demonstrate a sense of weight distribution/balance and in the injury walk cycle some good offset limbs, as well as a delayed head spine. These have now been saved to the Trax Editor and so now I am going to begin work on the third cycle (major injury). This one will require another look at my game examples and maybe even some video reference of myself acting it out.
I also wanted to make an update on the progress on the Unity game engine. I have tried a couple of tests for importing the rig into it. These however didn't go so well. First off, the mesh when imported becomes distorted around the shoulders (although the animation does get imported). However, I have decided that I will not be pursuing this aspect into my project. The main reasons for this are:
1. I have very little experience with Unity and trying to use it effectively would take time away from animating and have an adverse effect on the quality.
2. Additionally, as the cycle motions would be the most likely sequences to import, it would (in my opinion) appear incomplete or missing parts of the project as the majority of it would be of death or assassination sequences which wouldn't make sense to then allow the player to make the character die. This seems to be a bit controversial and so for these reasons, I am focusing on animation and pipeline development.
Walk LINK
Minor Injury LINK
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