Showing posts with label Animation. Show all posts
Showing posts with label Animation. Show all posts

Friday, 22 April 2016

Player arms idle poses


Current status of the idle animations for the weapons. Need to test these within the game to check how they line up with the camera.

-Paul

Monday, 18 April 2016

Player gun posing update





Current state of the arms holding the guns. Need to give them animation for idle and shooting, and need to test them in engine with the third person camera to see them in relation to the camera's view.

-Paul

Friday, 26 February 2016

Player character animations attempt

https://youtu.be/HwWaL03jKYk


https://youtu.be/RL44SizGq-0

https://youtu.be/uovegHQ-EM4





Tried to get as much as I could done for the character's animations atm. The skin between the wrist and hand twists far too much to be able to position the hands where I want, and the shoulders have to rotate around completely in order to pose them without this issue. Scale is also wrong on the guns and I had to size them up, but with no clear scaling for them between modelling and engine imports. Can't do the shotgun currently because it's difficult to judge the scale and get the hand onto the pump at the moment.



Friday, 12 February 2016

Gameplay Update with Animation + Tutorial Room Update 12/02/2016








Minigun Animation - In Engine

Here is the animation for the minigun, Mike help me set up a very basic joint and control rig, he then key framed to show me how it worked, I was able to then replicate this and create a basic 12 frame spinning animation, it is not in engine and full functional:











Wednesday, 10 February 2016

Alien hunter animations V2


Updated the idle and run, as well as added a bite onto the list. Last one's not part of my target, but I managed to work it in since I finished the other two to a decent state.

Alien hunter animations V1


Current state of the alien hunter's idle and run animations. The foot on the idle keeps lifting up for some reason, yet it's still flat on the ground in Maya. Might need to keyframe it more to lock it to the floor.