I'm fairly happy with the character now, please let me know what you think, in the mean time I'll be thinking up a playground for it so I can test the gameplay mechanics and how the animations look in the games environment. EDIT EDIT: I've done rigging before but not much animation, the crits are much appreciated, I…
I'm fairly happy with the character now, please let me know what you think, in the mean time I'll be thinking up a playground for it so I can test the gameplay mechanics and how the animations look in the games environment. Here are 2 views of a test animation, with wires overlayed. Any and all crits are welcomed, if…
I've done rigging before but not much animation, the crits are much appreciated, I figured the run cycle is a good animation to start at so here is the run cycle with some tweaks to try and add weight.
here is an actual animation reel for use in unity; run, crouch, idle, jump, fall. The start and end of animations do have padding frames to make sure their not mangled by interpolation.
so I've been fiddling with the rig and I have eye lids working... ish. I have a constraint to make sure the bones are always on top of the eye lid but there's still the issue that vertices between the eyelid and the head simply stretch towards the bone as opposed to curving around the eye, EG. is there any way around this…