Okay not a lot of new animations that haven't been seen in this project before but wanted to note a few little animation workflow things that might be helpful for anyone. -Rotation of joints different in unreal than in maya -- unreal resamples animations on import. This can cause rotation differences compared to what you…
this animation that i thought would be difficult wasn't so bad. only took about an hour to add the reload. It's a tiny bit too fast I think, but I decompose the animation in unreal into pieces and just that reload bit can have time adjusted individually. The length of time it should last for is actually really important…
okay a couple things got locomotion started for the kusarikku. I love this guy. i've realized that doing so much animations for so many hours, i tend to get tunnel vision and lose ability to critique my work usefully. I think its better if i just get a quick job done and then review it a couple days later. These animations…
Okay so original plan for trailer was to just keyframe everything and have "fake" gameplay for the gameplay sequences. Simply because this would be fastest. But for some of the scenes it is going to be too difficult, so I am working on getting a couple animation blueprints setup. Then I can get the gameplay back in action…
As usual have a ton of things I wish to improve but going to stamp the good enough stamp on her outfit and textures for the current phase of the project. Next I update the bows geo and textures and then dig into rehashing animations. One major problem with animations in last iteration was that I did the bow draw, hold,…
First steps of the harpy taken care of. A basic model with focus mostly just on silhouette, and a rig. Animations over the next few days, and I probably wont bother with textures and refining the model until after the level art is completed. It seems much easier to make decisions about the design of characters after having…
Too much distractions in house to be able to focus on grinding out the last couple characters and animations, so did some easier work setting up a proper stylized shading system. Previously I had used some post process materials which basically act globally, and then if you want target specific things it's a pain in the…
a lot of work done on the character controller but probably still a few more days to complete its overhaul. notably, I changed the dive from root motion to act more like traditional jump. it consist of three separate animations, a begin, a looping middle, and an end. This way the distance of the jump can be configurable…
Here's a few unconventional minotaurs that I liked, Kai from kung fu panda Motaro minotaur version from Mortal Kombat A miniature from warhammer Berserk Anime - eh, similar to above, though I don't know if I should say the characters name since its major spoilers. I recommend watching the whole anime it might influence…
After much playtesting I've developed an optimized way of playing the game. Now in this overhaul of character controller I am trying to make it so that it is as intuitive to play that way as possible. Previously I had an extra button for combat stance, which ducks and crawl / ducked run. And then another button for dive.…