Hey all, been a while since I posted, but I have been working tirelessly on animating the ranged character for in game use.
So I toned down a bit of the rigging. Basically kept the skeleton mostly intact, but got rid of some of the NURBS controls. He wiggles, he waggles, he can shake his groove thang. But that's not what our game is about. It's about causing mayhem. And that is what I animated. A tough rocket launcher guy with a funny death!
These first two screens show off how his idle animation works, and the frame usage. His idle takes up about 120 frames, and he does everything from patting his hands and stretching his arms and legs.
His attack animation includes him kneeling down to attack position and firing his rocket launcher, which has force knockback and a breath animation to reset to the neutral position.
His death animation has him knocked back hard, while his rocket launcher flies around the space before landing on his junk. He even has some feedback from hitting the ground and the launcher on his body.
So we shall see with the team what they think of this, but it's what's needed for the ranged character. Yay progress!!
Wednesday, January 23, 2013
Wednesday, January 16, 2013
Heroes of Rock Work - Rigging
So since the beginning of the semester I have been working on skeletons and rigging for the characters featured in the game. This is the first time I have had extensive work on rigging, so it was proven quite challenging, but it's a work in progress, and progress is coming along.
Monday, January 7, 2013
Work Over Winter Break
A new semester is at hand, and I shall say what I did for our project over the Winter Break.
I was charged with doing 3 things. Modeling more instruments for use in game, working with animating the guitars, and working with rigging. Only one of which I can actively show on this blog, but I will say I worked with how I could animate the instruments and practiced rigging some self made characters. The animations were a bit buggy, so I will have to figure out a different approach to making them.
But during the Break, I was also working on a better portfolio presence as I applied to an internship. I made models to showcase to the company. So I will admit I worked towards that more so than the project, but I didn't slack on what was required, and I came up with an easier way to work into the game.
Now here is what was made!
First thing to mention, I created a base stock I can use for every instrument model. Next, these models are a little more basic than the others. I learned you can get around these by making the right textures and keeping the distance away from the player, which works so much in our game. Lastly, they can easily be altered to have different sets of weapons, like a shotgun or pistol or flamethrower.
Now this little bit of work will help expand more work in less time as we get farther into finishing the game.
I was charged with doing 3 things. Modeling more instruments for use in game, working with animating the guitars, and working with rigging. Only one of which I can actively show on this blog, but I will say I worked with how I could animate the instruments and practiced rigging some self made characters. The animations were a bit buggy, so I will have to figure out a different approach to making them.
But during the Break, I was also working on a better portfolio presence as I applied to an internship. I made models to showcase to the company. So I will admit I worked towards that more so than the project, but I didn't slack on what was required, and I came up with an easier way to work into the game.
Now here is what was made!
First thing to mention, I created a base stock I can use for every instrument model. Next, these models are a little more basic than the others. I learned you can get around these by making the right textures and keeping the distance away from the player, which works so much in our game. Lastly, they can easily be altered to have different sets of weapons, like a shotgun or pistol or flamethrower.
Now this little bit of work will help expand more work in less time as we get farther into finishing the game.
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