Animation Notes:
Before any animatiosn can be done, particularly with bipeds;
- Scale of the model has to be set to match the engine.
- All nodes have to be created and hierarchy setup.
- Player Character animatiosn need to be all-inclusive (each player model must have the same array of animations for actions, as all the others).
- The engine will make better use of low-key animations.
Character Animations:
- Root Pose
- Forward Walk and Run
- Side Step Left (can be inverted)
- Backward Walk
- Jump (up)
- Sit (floor and chair poses)
- Swim Root Pose (wading water)
- Swim Left (can be inverted)
- Forward Swim
- Backward Swim
- Combat Animations* (regards v)
These will be heavily dependnat on the complexity of the game character combat. If we are to only have gun (fps) combat then the animations will be extremly simple. When we get to melee animations things are more complicated, especially if the system requires exact collisions. The melee system that is in the design stage, *does* use collisions; therefore we need long-reaching animations, that are low key and fast.
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