BGP Bloggpost 5
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Once I was done with the rigging and the skinning of the boss model, I could finally start with the animations for the boss and player character. Since I made our player character in a previous course, 3DIII, I did not have to model, skin or rig that character, this was already done. I also took the course “Motion Capture” before BGP, in which we got to do animation takes. Since this was a very good opportunity for us to get a head start with animations, I decided to make animations in Motion Capture for our BGP project. So when I started creating animations for our boss and player character, all basis animations was already done from the previous course, and cleaned up in Motive, so that I could start working with these and save a lot of time. When I was working with the animation, I was working in a program called “Motionbuilder”. In this program I could finalize the animations for our characters, and make them look realistic and good. It is in here I make sure that the character doesn’t swing his sword through his head for example, or look wonky when running. I spend some time with perfecting the animations since we have such high importance in having good looking and feeling animations. We really want them to flow when playing the game. The animations were where I spent most of my time on this project. |