Thursday, 11 January 2018

StarKid: Character Development 2: Rigging and Animating "Starkid"

Over Christmas I successfully managed to teach myself how to rig and animate (again) and StarKid is now ready to be placed into the game. The rig isn't perfect, but for someone who has only tried 3D animation once for my 3rd year of uni it's definitely not bad.




Overall I did 32 animations. These were for: 

Collecting an Aeon 
Aerial Attack 
Aerial Attack (Falling) 
Comet Dash 
Crouching 
Crouch Walking 
Dash Jump 
Dash Jump (Falling)
Death Animation for falling into a bottomless pit
Death Animation for dying through loss of health 
Double Jump 
Double Jump (Falling) 
Drill Spike 
Drill Spike Landing Impact 
Grounded Spin Attack 
Homing Attack 
Homing Attack Finisher Pose 
Idle 
Ledge Grab 
Ledge Hang 
Ledge Jump 
Shimmy Left 
Shimmy Right
Running 
Single Jump 
Single Jump (Falling) 
Spin Jump 
Taking Damage 
Triple Jump 
Triple Jump (Falling) 
Walking 

It would take ages to Gif them all so here are a few examples.

Single Jump Animation
Double Jump Animation
Spin Jump Animation - This animation will occur when bouncing on jump pads.
Drill Spike Animation - An Aerial Slam move that sends StarKid shooting towards the ground at high speeds
Death Animation
Next I'm going to hook up StarKids animations to unreal engine and get each animation playing to their relative mechanic. After that it's a case of populating the level with colours so the level looks less...prototypey.

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