Just finished up the rough blocking for the hero jumping, falling, ducking, and standing flow. A lot of moves flow back into the falling and ducking animation, so I wanted to get this system in sooner rather than later. This is also the first real test with the cloth as we have it.
Whenever we implement this ingame, I'll go back and clean it up so it's smoother. I had to tweak the animation flowchart as well, and it's gotten delightfully complex (well, sort of complex.)
Monday, September 30, 2013
Friday, September 27, 2013
Life Drawing September 2013
One nice thing about being in school is it's much easier to take life drawing classes. While I'm still at FIEA, I'm going to keep on attending life drawing where possible. Here's a collection of my work from this past month:
I'm used to drawing with outline, so now I'm forcing myself to use value blocking instead. I can't tell if it's helping, but I have to assume it is.
I'm used to drawing with outline, so now I'm forcing myself to use value blocking instead. I can't tell if it's helping, but I have to assume it is.
Tuesday, September 24, 2013
Ascendant Grunt Knockbacks
This is the knockback for a Grunt enemy in Ascendant. They fall back over time, then loop when horizontal with the ground. It ends with the bounce and the kip-up.
Sunday, September 1, 2013
Ascendant Fly Tests
Goofy fly tests. Pretty simple, but necessary if the Fly is to move around in-game.
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