Animation is so hard. This sample set took me a week to do. This must be… hmm, my
nth
prototype but I think I finally got a game that I can make
3rd person shooter animation WIP
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To be fair, all animations that I stitched together are from Mixamo. And even then it still took me a week to map them onto my character, tweak, and combine into a set that you see in the vid. I still have a ton of tweaking to do, re-skin my char (and maybe my toon’s underwear don’t show when she jumps), create LOD, etc.
Not to promote anyone’s site, but if you’re a programmer and need some art, I got my toon from 3DRT.
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Excellent piece of work! It looks very responsive and you did a great job with the animation layers. Congratulations!
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Thanks for kind words, burt.
New vid, testing out vertical aim animation.
Significance of this animation is that it’s driven by char’s controls.pitch_ var. It’s a layered anim with three frames, keys on arms, forearms, hands, and neck:
frame 0 - aim up
frame 1 - horizontal
frame 2 - aim down
code:
animCtrl_->PlayExclusive("RifleAimLY.ani", 1, false);
animCtrl_->SetSpeed("RifleAimLY.ani", 0.0f);
float animLen = animCtrl_->GetLength("RifleAimLY.ani");
float pitchInv = InverseLerp(-50.0f, 50.0f, controls_.pitch_);
animCtrl_->SetTime("RifleAimLY.ani", animLen * pitchInv);
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Mehn!!! This is simply awesome
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I’m glad to see that at least four people understand what it is to have variable controlled animation .
edit: other use cases:
- char look, left/right (similar to up/down, if you do both then one must become ADDITIVE)
- vehicle suspension, up/down
- vehicle steering (as in char’s hands on the steering wheel), left/right.
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Do you have a demo so that we can take a look and try out? A repo would be great. Thank you for your nice work!
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No demo or repo, just the video, description of the animation make up, and the code provided above. Should be easy to create your own animation sample to test.