Thanks for sharing! How do you decide how her wing moves? On her auto-attack and W it seems more like a cape, but on her Q it seems a bit more stiff. Is it dictated by the motion?
Thank you so much for doing this! It's so cool to see how you get that snappiness working that feels so responsive on such few frames. Really inspiring!
@AnthonyAnimation so for the most part we had her spinning which gave us alot for free but for the Q, due to the action of her throwing it down in front of her a spin didn't work, so we basically only had the vertical movement to keep the wing alive, and within that we could squash it and spread it out a little - so yes it was stiffer on the Q due to her motion, which was dictated by the game design goals.
Also the general rule we came up with was during fast motions it would be more cape like with nice drag but when she stops it needed to be clearly a wing - that was the idea anyway!
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Also the general rule we came up with was during fast motions it would be more cape like with nice drag but when she stops it needed to be clearly a wing - that was the idea anyway!