3/28/2023 0 Comments Giraffe and annika![]() If there is nothing present, I decided to play a shouting voice clip to express the feeling of a big jump. When a jump is performed with Dash, it's important to check the landing spot. Strictly speaking, the foot position won't match, but comfort was the priority.Īlso, after seeing it play out in game, I decided to increase the motion speed by 1.5 times as her movements were too slow.Ĭhanging the voice and facial expression during big jumps The center motion plays when movement speed is near a value of 0.ĭuring consecutive jumps, the jumping motion alternates between left and right. The L and R jumping motions determine which foot she jumps from.Īfter blending the motions together, they alternate depending on the foot that's used to jump with. ![]() The center sequence will occur when she jumps on the spot. We added two more animation sequences to the initial one. Replacing the jumping motion with a stepping motionĪlso, I altered how her hands wave and feet move when she jumps. We removed the latter 3 frames in the second half of the original jumping animation. The motion during jumping and landing are now divided into two parts. The Animation BP looks like this now, very simple! Now, the animation sequence won't stop unless Annika falls from a very high place. In addition, I added a bouncing motion, bringing it to 150 frames in total. It makes the movements a little slower in the second half, but it doesn't stop abruptly anymore. Therefore, I tried to increase the 27th frame 5 times within the 32 frames, extending the motion to 70 frames. The movements have a light and airy feel to it, but was the reason why the animation becomes stiff. In the Animation BP's 3rd-person template, the jumping motion is implemented in three phases: right after the jump, during the jump, and landing the jump. However, in the following terrain, her movements will be insufficient if I incorporate it into the game as is. I made the animation sequence assuming she'd land on a horizontal plane in 32 frames. We changed her pose so her right hand swings in front to create more movement. This new jump motion was first created by CG animator/DJ Anno! Jumping motion production and implementation in Animation BPįirst, I recreated the jump root motion with 3ds Max. I referenced Rayman's animation to create Annika's. ![]() Until now, the jumping mechanism used an Animation BP of a 3rd-person template. A commentary on the jumping animation in Giraffe and Annika ![]()
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