Friday, 14 November 2014

Prototype Test Animations

When I started making the character controller, I didn't want to use a capsule as a placeholder as this doesn't help in any way. I wanted to use a character in any form. Another thing that I preferrably needed was animations, as setting up the state machine in Unity requires my scripts to work with it. To get the state machine working, I needed animations. Considering also the climbing requires animations to work, I created some of my own for the placeholder character. In total I have made 9 prototype animations, I have 5 animations rendered to sprite sheets (they are quite time consuming to render and layout, I will get around to rendering the rest, you can also see them in any early build of the game).

 Arms releasing during climbing animation. This is just the arms because the climbing animations are all controlled on separate layers.

 The loopable climbing animation. This one is just for the legs. The legs themselves loop, the motion is used for root motion in Unity. This is where the movement speed is controlled by animation. Unity automatically calculates and sorts this out for you so it doesn't snap back down when it loops.

 The jump animation. This is the jump animation.

The run animation. I like this one personally

The idle. Aka the lift, AKA Steve's faviourite!

To make all these animations actually work and make them blend all nice you have to set up a Mecanim state machine, or state machines within state machines (sub state machines). You can then set transitions between states, or even sub state machines. Here are my state machines:

 The standard movement state machine.

 The climbing state machine

The arm layer state machine. This is on a separate layer to the other two state machines. This layer overrides the arm animation when it's not on the state "Nothing". This is only used during climbing currently, but will be used for other systems later on.

xooxx

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