Character animation draft

I experimented with rigging and animations with our current character model. In doing this I was fully prepared to recreate each animation in case something went wrong with the rig, so there were essentially a draft.

I created a custom rig and animated the following:

 

An idle ‘float’ animation to use as a base for other animations

anim2  anim4_1

A hurt pose (returns to the default float animation after duration)

anim3

A shooting animation

anim1

A strafe animation

anim4_2

 

Doing these tests brought some issues to light and gave me some knowledge the was useful for the final product.

anim5_shoulderandelbowmovementdocumentthissss

  • HumanIK is a more efficient way of rigging human models
  • Without using weight painting the model deforms and bends in places it shouldn’t.
  • The model should be textured before advancing with rigging and animation
  • Something is wrong with the import method that was used, as these were some of the final imported results:

why imsofuckingdone

Knowing that I needed to start from scratch, I started by seeing if I could use the transform attribute tool to transfer the vertex values of the fully UV mapped model.

transfer_attributes

After an unsuccessful attempt I decided it would be best to just start again with newly obtained knowledge and some good practice.

 

 

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