The coder for the AI required a relaxed animation for when the golem was not in motion so I created a simple breathing animation for both the player character and the golem. Initially the breating looked too quick in unity but this was fixed with some minor tweaks. We needed a final death animation for the golem. I animated this over the animation for the ground slam slumping the golem down after his final attack and last stand. I then edited the final golem mesh isolating the plates that make up his outer armour so that they could be given rigid bodies and hopefully exploded outwards after the golems death.
Thursday, 14 April 2016
Idle Animations and Golem Death - Jack Schular Animation/VFX
The coder for the AI required a relaxed animation for when the golem was not in motion so I created a simple breathing animation for both the player character and the golem. Initially the breating looked too quick in unity but this was fixed with some minor tweaks. We needed a final death animation for the golem. I animated this over the animation for the ground slam slumping the golem down after his final attack and last stand. I then edited the final golem mesh isolating the plates that make up his outer armour so that they could be given rigid bodies and hopefully exploded outwards after the golems death.
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Jack Schular
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