Worked on the project some more on certain small things. Got everything over to one pipeline for animation with control rig, Before I was using a less optimal pipeline but I fixed it. I'm using control rig and sin for everything. https://youtu.be/ClE8-A2-ank
Next, I'm putting in the jump roll, or dash, trace system....after that I can start considering taking off a week from work and do push week to getting it all done.
Canned animations are best for cinematic, if even that. They are actually very hard to work with because it's all baked down. Code answers the small changes better than make changes then bake the animation down. Control rig may take a little bit of practice to learn but once it's figured out in the midst of everything it's…
got all of it put together. All the fundamental systems are in place and working in 2d. Going to spend the day adding a few more things in, jump, burst, dodge, warp travel and so on, than I have to do code clean up pass. https://youtu.be/Qm_NR6AyC6c
test complete! Got a bit more time to work on it. I'm blending control rigs sooooo easily. No point to use canned animations. Procedural animation is DONE animation. Just need to add in the leg extension when unloading the attack. It is far better to animate using code than linear canned method. https://youtu.be/B-BHTWY4xUk
Got the 2d system working well and figured out an aim system for 2d that is very intuitive. I'm going to move the project over to being in 2d mode until it’s complete, then add in 3d person over the shoulder. It's just more likely creating a 2d first will get done sooner. https://youtu.be/TgrLHEG_5L0
yup, this work flow is amazing! Simply make key poses with control rig and use oscillation and point interpolations to add in 2nd and 3rd movements. Dosnt look like much now but I have the pipeline figured out and best of all it's easier to make changes of any kind while results always good and clean. No more canned…
it may not be much of a use right now. Simple use of control rig and the complete system. But what is important to know is there is no canned animations in it and it was all created in seconds and is 100% dynamic. Dynamic as in at any time any new animation is simply programmed in with new points and space and it works.…
The reason why the control rig is so genius is because the advantage large studios have is lots of people working on small things all at once. Most the time in games it's about making sure the small things are done right. One major thing that is all about lots of small stuff is animation and most the time it's bulk of lots…
I'm a game and vfx vet. Paid off my student loans working at others God forsken companies. Tomorrow I'll have something more important to show than a key base mesh zbrush model for express character development.