Thursday, November 16, 2023

Interactive Character Proxy



For this round, the goal was to get in four different animations: idle, awareness, and two interactive reaction states. Our character is one of the Nazgul, so the idle animation is based off of how the Nazgul hold their sword straight up before attacking. 

During playtests, we saw that our players really wanted to be able to pick up the swords and attack the Nazgul, so the two interactive animations are based off of that. There is a block reaction, where the Nazgul will hold up his sword in front of him, and a stabbed animation, which plays when the player hits the right trigger to harm the Nazgul.

Next week, the plan is to add an ik/fk switching to the rig so the legs can be animated in a realistic way.  I will also be adding transition animations between the states, such as swinging the sword and pulling the sword back.

I also added a couple fixes to the hand animations from last week. The grasp and index curl didn't quite fit around the sword correctly, so I adjusted those in Maya.




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