Thanks @cec7! I added smear controls as per request of an animator buddy who is interested in doing some anims for this guy. It was a lot of fun to figure out and I based it off of the tentacle rig tutorial by the awesome Pierrick Picaut.
I don't have any critiques, I just came here to say kudos to you because this is so sick!!! Both the graphics and animations are awesome. I'll keep a close eye on this!
While I was implementing the new animations into my animation controller I had to resolve the undesired effect of my melee attack animations playing in the direction the hips were facing. Since my Forward-Left, Forward-Right, etc... animations were just the run Forward animation rotated 45-degrees in either direction I…
This is a really annoying issue I always seem to run into when importing FBX animations from Blender into Unity since there is usually a bit of a time gap in-between so I decided to write a post in order to remember how I solve it. (I need to start utilizing Export Presets...) The issue is jittery animations when using IK…
This is amazing work. Your characters and animation are great. I think you should push the environment yet you are still in progress. Any plans to package an indie game release out of this?
I made the transition over to blender for personal projects at the beginning of the year so I have been reworking my old animations on a new rig. Here's a first pass attack animation on the new rig that will get broken up into 2 separate animations for use with my combo system in Unity. I'm purposefully keeping the amount…
Ran into an issue when implementing my new animations; The melee attacks were missing the enemy when they felt like they should be hitting them. I overlooked the significance of the keyframe placement of my first pass animations, which, just by luck were placed in a way that made the melee "feel" good right off the bat.…