Last week finishes with all the polished animations together.
-12 loops together
-6 without weapons and 6 vice versa.
-the hardest part of the process is using time editor to successfully compile together;
-with issues such as limb positions keep changing and weapon weapon is positioned properly.
-final compilation is stitched together through Premiere.
We learn new things such as;
-parenting visibility on/off for throwing objects
Similar to previous we have to make 6 loops of character animations but this time with weapons included as prop.
Things we learn;
-Parenting the weapons to hands. Press P while un-parenting it is Shift-P. While this is useful, it also makes it complicated when letting the weapon go off the hand. Solution to this is duplicate the prop but this one isnt parented to the character. The when the ball is thrown, we switch on visibility of uparented ball and off the parented ball. This gives the illusion that the character throws only one ball.
Progression On First Assignment
We have to make 6 loops of game character animations; idle, death, block, run, walk and attack. While also injecting some personality into it.
Things we learnt.
-What a block out is?
-How to frame a block out.
-How to adjust speed through Time Grapher.
-Animation of idling can be while looks simple has its little subtle animations that makes it look natural such as heaving chest, arms rotating abit and etc.