BGP Bloggpost 4
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The next thing on my agenda was the last thing needed before I could start animating, the skinning of the boss model. Skinning is the process of how much of the mesh moves with the bones you have set in the rigging, so the movement of the character do not break the model. This was important for us to get good since we have a big focus on the animations of the game. Our goal is to make really good animations for the game, and in that way, make the game look great and feel really good to play. The key for our game is to get the animations to look and feel good, and not wonky. The problems I had when skinning was to distribute every piece correctly, and get them to the right places so that it did not look weird. It was really important to get everything correct since one problem could cause the model and the skinning to look really awkward. I was working with this very carefully, and tested it quite frequently to avoid miss-placements and errors in the skinning. This way I got it working correctly quite harmless and fast. |