So after some discussion with the art team, we have decided to animate the legs separate from the body of the main character and add the top half in the code. Here is a still of our animation working in our model viewer.
Monday, January 31, 2011
Thursday, January 27, 2011
Rigging Characters
The characters that have now been completed now have the rigs fully attached. Stay tuned for some animation on Tuesday.
Tuesday, January 18, 2011
Waiting on Assets
At this point with our animation, we are trying to figure out a way to have our character swivel while the player is running. The most intuitive way the art team has come up with is to animate the character's legs only and then put the torso on top of it in the code. I may just be animating a pair of legs from now on. Kind of makes my job easier in a way although I fear we may have problems using this method in the future. Just waiting on some finished models now. Then I can weight them and animate them.
Saturday, January 15, 2011
Gettin back into it
I definitely neglected to update this earlier this week. After the long break it will be great to get back into working on the animations. The key for our team now is to finalize our pipeline so that we have no trouble adding new animations.
Thursday, December 9, 2010
Final Alpha Version
I'm really pleased with how our game has progressed and I am excited to continue animating the characters for the game. The hardest part of this whole process was establishing my workflow and the pipeline from Maya to XNA. Now that these two things have been established it will be easier to create various animation cycles for the game. There are just a few more bugs to work out, but animations are officially working.
Monday, December 6, 2010
Thursday, December 2, 2010
Rigging Those Characters
At this point I have the main character rigged up and ready to animate, the next step is to have the creep character rigged. Then it's necessary to get them all walking. I will get all of this done in time for the alpha demo.
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