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

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

A shooting animation

A strafe animation

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

- 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:

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.

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





















