Monday, 23 March 2015

Extended Practice: Finalising the Character Movement

Animating
Before starting the main animations on the actual model I first wanted to create a full list so that I knew exactly how many animations I was going to be creating for Keith. This was tricky to think of them all, and I no doubt will have to add more in as I go, but for now this was a good start and this will help me to create all of the animations using the character rig.

Animation List:
1 - 96 = Hobbled run
120 - 216 = Slightly more upright run
240 - 336 = Upright run
360 - 408 = Jump/land
432 - 552 = Idle - getting out a handheld gaming system and playing
576 - 696 = Idle - looking round and whistling to himself
720 - 816 = Walk -slightly hobbled?
840 - 912 = Getting hurt by spike trap - bouncing up in the air
936 - 984 = Getting squashed by a door - flattened?
1,008 - 1,080 = Falling into a hole -arms flail?
1,104 - 1,152 = Wave
1,176 - 1,320 = Talk (will maybe be used when in conversation)
1,344 - 1,440 = Collecting the relic and holding it out in front of him

Extra
- Pulling a lever down from the wall, or from the floor


I once again got Stuart to do all of the movements for the rest of Keith's animations before I started to animate the rig, just so that I could get a good idea about how he would move and act, and how his face could also be used. As he doesn't have a mouth we wanted to do a lot of facial expressions with movement of ears and the nose of the rig, and so I studied Stu's face to be able to translate this into the character rig.


I then moved onto actually adding the animations onto the character and ensuring that they used the same kind of features that had been translated through Stu's movements. The animating went fairly smoothly and I worked my way through the list to try and get all of the animations done in an order that made sense to me.

Final Animations
Below is a video of all of the animations together showing off Keith's true character and how he will act in the final game footage. I really think the animation captures him as a person rather than just another character and his animations are definitely unique to him and different to all of the other characters in the game.

Basic Animation Test
I then put the character into Unity and linked it up with the 3rd person controller script that comes with Unity and added in the basic run, walk and jump animations so that I could get an idea of how the level is going to work, along with the animation that is already in the level. What I then plan to do is take the controller script further by adding in unique animations onto it, like the death ones and the end of level ones and get them to work within the game.

This was recorded before lights and scripting where added to my level, and Sophie's doesn't have any scripts either, although does have lights.

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