hey ho! my very first post!, luckily WordPress looks the same everywhere =)
Oookay, what to say.. today is a week and a day since i’m here. Got to know all all the Peach team, I even assisted to the Premiere! (pretty awesome btw), but they are almost all gone now, Sacha and Williams are still here in nl, yesterday Nathan went back home (told me to give 1 hug per person a day!, i’m on it). So that’s it, all the institute for us, is Apricot Time!.
My very first day in the institute I started working on the lowpoly version of Frankie, and trying to figure out with the team how-much of the BigBuckBunny rigging could be used; after long time thinking..and thinking.. nothing, we will have to make all riggings from scratch 🙁 , why? because of MDef.. oh! and because of the almost 400 bones that this rigging have (amazing ha? you’ll see it by yourself).
So, after making a simple rigging and some shapekeys to see how things work so far, was about time to make the main animations for developers to work with the all new and shiny CS animation system.
I never imagine that there are SO many animations in a game!, for example, lets say.. a walking animation. OK.
Walking, is not just ‘walking’, you can:
Stand 2 Walk / Walk Faster 2 Walk / Run 2 Walk / Run Faster 2 Walk / Jump 2 Walk, and the opposite!, Walk 2 Stand, Walk 2 Run, Walk 2 Jump, and sooo many variations for each one of the animations (there are a few more basic animations but i don’t want to spoil people : )
Luckily, the NLA editor helps us a lot when trying to visualize how they will match each animation, and to see if the transition animations are necessary or not. Just made this little video to show you a little bit of this work, it’s a little bit speed up to not to bore you too much.
Ok, first post done, pressure gone. i hope you enjoy!