BGP – Scrap Pirates – Week 6
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Last week I got a decent amount of work done, though I’m a bit late with this update. My bad. After finishing the run cycle and jump animation, I could finally work on the run-shoot and jump-shoot animations. Both animations took, as expected, a lot less time than the previous ones, as I didn’t have to animate the whole body, but rather just change one of the characters’ arms. For the run cycle, I tried adding the straight shoot-arm from the shoot-animation to the run cycle, but with the rest of the body moving smoothly in the run, the arm felt too stiff and looked dislocated when the character moved.
Enjoy the moustache. It was quickly decided that the arm had to be animated to match the rest of the animation.
When the run-shoot animation was finished, I moved onto the jump-shoot animation. I was able to re-use the arms I’d just made for the run to match it with the jump animation, so that it wouldn’t look stiff or dislocated.
Other than the shoot animations I’ve also been creating a “hit” or “hurt” frame to be used when the player takes damage in game. I created a couple of quick sketches, and discussed the poses with the rest of the group. After a little editing (opening the hands and putting of the balance slightly by moving the legs to make the character look less in control) we decided to go with the third of the sketches shown below.
That’s it for now. I’ll be updating again soon. Cheers! /MPh |


