Animating

As last week came to its end I finished up the scenes that we were going to have as a narrative in the beginning of the game. In my previous post there is a more thorough description of what is going on in the scenes and how I created them. Here is the end result:

scene1_v2.jpgscene2_v1.jpgscene3_v2.jpgscene4_v2.png

(When adding these scenes into the game we will also add a narrative text and possibly some atmospheric music.)

The focus for me this week has been to create animations for the main character and the boss. What is most urgent to have at this point for the game is a walking and attacking animation for the two. I would like to point out that this week has been a bit of a challenge for me. I am not very comfortable with making ClipDoll animations, which is a technique where you can rig so called skeletons to be able to connect all body parts of the object you wish to animate so they move cohesively. As I am animating creatures with eight legs attached to them it would be optimal for me to use this method. Because of my (for now) limited animation knowledge, I have been sticking to cycle animating where you set up every component frame by frame, and this has consumed more time than I would have preferred to when doing my tasks. When I was creating my animations for the main character for example , I deconstructed my original drawing of her into different layers in Photoshop for the humanoid body, the spider body and legs. After that I gradually moved each body part slightly in a coherent way, created a frame and repeated the process. Below is the result of my work so far this week:

Walk-main.gif

Main character walking^

shooting-main-character.gif

Main character shooting^

BOSS-ANIM-TEST1.gif

Boss walking^

BOSS-ATTACK1.gif

Boss attacking^

Now the main character and boss are moving, at least, but I know that I could have created these animations much more efficiently and made them look tidier if I were using the ClipDoll technique. If there will be time left for this matter I will definitely try that before this project is finished. Stay tuned!

About Tove Redaelli

2016 Graphics