Made this fidget anim for Junker. First personal shot of the year done. Didn't mean to make it 500 frames long but here we are. Cba to polish it any more... might change my mind on that when I get it into game.
Rig by @KielFiggins#animation#animator#gamedev
This weekend:
- Implemented first part of the attack sequence
- Made a quick combat idle
- Implemented combat idle after attack
- Set it up to transition back to normal idle after a delay
Will need to make an actual anim for that transition now π
#gamedev#animation#animator
First pass on Junker's first attack anim. Eventually will be interruptible into a 3 hit combo. Wanted her to feel a bit clumsy and not fully in control. Will implement next week and iterate before starting the next asset.
#animation#gamedev#animator
Implemented the jump in a way that:
- It doesn't launch until the antic is done
- It locks movement/rotation when landing
- It can be interrupted by locomotion
Probably need a running version and a bit more polish but progress is progress!
#gamedev#animator#animation
Threw together 4 new idle variations. Had to be quite a long video to catch them all playing.
Additive running leans at the end of the video too. It's starting to come together, will be looking at some combat stuff soon!π
#animator#animation#gamedev#ue5
Animation is rarely right on the first pass.
A Prince of Persia-style move I worked on started with rough blocking, unclear, loose, messy.
Iteration shaped it: weight, timing, intent.
Blocking sets the path.
Iteration tells you if itβs the right one.
#GameDev#Animation#3d