Big Game Project Week Four
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The project is moving along nicely. Though I am not particularly accustomed to the Unity animator yet I have to leave it for the time being. I have to more characters to rig before i continue.
The first character I wrote about was the green one know to the development team as Hoppy. The other two are Sticky and Glidey. Obviously they are all named after their respective special abilities. They can all move and jump but Hoppy can double jump, Sticky can stick to walls and and Glidey can glide through the air. Sticky was really easy to rig since I could use the same skeleton and control objects as I used for Hoppy with just a few modifications.
But I had to rebuild the mesh since it originally was a character named Grabby who had a long arm that could grab things that got scrapped during the pre production phase.
Glidey on the other hand was a nightmare to update.
Since his mesh has a different shape than the other two I had to rebuild it. Here as well a had a mesh done for the pre production phase but it was horrendous. Edge loops all over the place and not at all optimized for animations. When I was done and put him into the game world I realized that som edges caused problems with the lighting of the level so I had to continue to rework him until these problems were gone.
Then with the rigging I had to create a new rig since his mesh differed too much from previous meshes. This also took a while because I had to rethink my previous work. I also had to accommodate for his special ability to fold out like a wind sail.
Once he is in the game engine we will see if my thought were correct or not.
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