Week 13 - Finished Game Animation?
This could definitely use more cleanup, but here's a confident splined version of the game animation I was working on. With a lot of animation layers and adjustments to the root of the rig, I was able to get a decent looking preview of what could possibly be a (near) finished 60fps animation.
The footing is still extremely hard to keep in place cleanly, as using the root control's rotation curve (or controller) makes for extremely obnoxious offset work that I have to do. I desperately need to find a way to rotate a character within a rig cleanly without offset work and having to do complete animation overhauls with animation layers.
Actually nevermind, I think I have a solution (for another animation of course...): I suddenly remember a few behind the scenes videos on YouTube where people would do the root translation and rotation first in blocking, then pose on top of those rotations, rather than doing the posing and the root positions at the same time (in which was what I did).
I really can see how a good blocking of your animation can truly lead to little to no problems in the long run, and I'm seemingly starting to begin to understand that. As the notes pile up for future reference, I'll definitely see myself doing a better job at blocking than getting straight into poses, or posing a bit too much.
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