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…
Had to take a break from the enviro stuff my hands were hurting from it, so I knocked out a bunch of short coding task and also made a few additional outfits for hero, in addition to improving the textures. Will be working on second pass at enemy character models and then animations in coming weeks before finishing out…
feel like i've learned a lot about animation in past few days, wanted to jot down a few notes - adding eye animation makes big difference it seems. even on low res gifs i think it does a lot to bring the characters to life. The satyr character has ears and tail which also help to add a lot of emotion. For example i do a…
Absolutely! I didnt want her to be naked so I made a basic tunic. Her outfit will be intrinsically tied to progression mechanics of the game, so I am waiting until I have that more dialed in before I commit to intensive art like that. A lot of the progression design I am still iterating on with paper planning. It's changed…
@iam717 , i think i know what you mean. rather than just random leaping, they should be darting from cover to cover. once I get the environment further so that we have more stuff to to work as cover I'll see what I can do with code for that. i've done a little bit of experimentation with "smarter" enemy AI but what I found…
got rig for the persian setup. she swaps between sword/shield mode and bow mode so a few extra controllers for that. She also has some dreadlocks and skirt to be simulated but setting that up is tedious so i do it later and keep knocking out the big things for now. The good thing is that rigs and animations are starting to…
@iam717 I appreciate the insights. The glitchy side to side movement is a bug, or rather a fault of the the AI code that I'll clean up a bit later. Basically they are deciding where to go every 1/4 second and if they are already locked to a decision they will then override this - it's order of operations needs tuned but…
I've got two variants of the satyr blocked in. Keep in mind this is preproduction type of work - in addition to exploring basic theme and style for art, I am also developing the overall assembly line. I decided to add an additional satyr variant. I had a skirmisher and a charger, but I decided to add an archer as well.…
Project review: Getting close to six month review. I make a full review after completing my next milestone but a few short notes might be worth sharing here. In previous six months I have:* completed prototype, which tested out a few combat mechanics and discarded many ideas to focus on a focused ranged-only design *…
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…