Asoth

Buckle up – another post without any relevant or particularly good images (because I wrote this post directly after the last one instead of weeks ago, like I should have…. *cough*)

So, this post will be about the second enemy character that was created; Asoth. The Asoth used to be mages, but, just like the Zagam from the previous post, an evil sorcerer brought them back to life as demons. Asoths are skeleton like, with big thorns growing from their shoulders. They also don’t have any legs, so they float around, and casts a shockwave as an attack. (And yes, it is heavily inspired by that floaty witchy character in Dota 2)

This was actually the most simple character to animate (because it didn’t have any legs, which means only half of a body to animate). So what you do is that you rig the character just as always, but you don’t skin anything to the legs, and voilà, the animations works just fine!

The idea of this character is for it to be soft and fluent in its motions, and then it casts the shockwave it stings like a bee. Most of this softness was all done by the actor, and that is exactly why I chose to use mocap – it is really hard to create that kind of lifelike and smooth animations by hand when you only have about one week do to all animations. But the casting animation – that I could do something about. I used the same procedure as with the Zagam from the previous post, speeding up and slowing down, and by that I mean slowing down the build up and speeding up the casting part, to make some magic dynamic (crappy grammar but it sounded fun).

And, as with the last post, I have no material to show you. Because I don’t do stuff on time. Oh well 😉

About Linda Thern

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