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
Where a animator or team of animators can be removed and replaced by a 3d artist coder...always do it. My going game project is actually going to get done!!! I spent so much money on store animation assets that are basically useless now. Whatever.
got the animation system pinned down!!!!. Had to learn the control rig system. It's brilliant. The way I'm using it is by creating a new control rig per gameplay controller based animations. Instead of a new animation and or canned animation I just create a procedural animation with the control rig and link that into the…
Pinned down the complete work flow with control rig. Create the pose and intended animation function in control rig itself, then send only the working point controls. Handle the control rig no differently than a bake animation in anim bp. Use the character bp to do the timing. It's very clean. My strategy is duplicated…
Added in more oscillation for more verity in the movements. I'm pushing for a more classic 2d looping look to everything. The whole world has to look like it's on a beat. Metal Slug is a good example of "the beat" look. The control rig allows a procedural method to programming the animation for the game. To make the…
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…
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.…