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Friday, November 22, 2013

RR Hero Run Cycle

Just finished our hero's run, as well as the final Unity proof-of-concept.  Now I have to work on all of the enemies and the various interactions between the hero and these enemies.

This guy will constantly charges into enemies, just for your enjoyment.  What a nice guy.



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Tuesday, November 19, 2013

Tutorial - Using Unity 2D's Dope Sheet for Animation

This tutorial is for anyone who wants to jump into Unity and get to animating sprites in-editor.   It assumes a basic knowledge of Unity, and goes over some of the new Unity 2D features -- enough to get animating.


Getting up to speed took a little time and experimentation with the Unity 2D Demo project, as well as the videos released by Unity.  I thought I might document it here for anyone who needs this information specifically.  For reference, here are the two Unity 2D demo videos currently available:
http://www.youtube.com/watch?v=B1F6fi04qw8
http://www.youtube.com/watch?v=4qE8cuHI93c
You can find a lot more information about Unity 2D there, on top of the information covered in this tutorial.


Click 'Read More' below to see the full document.

Monday, November 18, 2013

Unity 2D Animation Tests

I made a post on how to get started in Unity 2D sprite animation.  Check it out here.

I started with a test in Flash, separating the body parts out. I took inspiration from the artist, NCH, and the animation style of Shank. I drew up a character based on my last animation that ended up turning into League of Legends's Poppy (it was all because of the hair).


We decided on Unity so we could easily swap out pieces, in case we later wanted to do some sort of customization system.  While David was working on the programming and Ryoma was working on the concepts, I decided to figure out Unity's new 2D system with animation.

idle
run
attack

Late in the process, I realized I could group objects together (such as the head elements) so I could translate/rotate them together (which would have made the head animation cleaner).  I should have split the torso into two, so I could do bends there; the root of this problem is shown in the attack test.

Also, we had originally intended to keep the framerate low for style reasons (the attack and the idle look okay like this), but Unity doesn't handle stepped animation perfectly, sometimes tweening the frames in the wrong place, or just completely wonking out.

wonk wonk





Wednesday, November 13, 2013

Working on a Unity 2D Game

Today, I got started on a new prototype with Ryoma Tazi and David Brett.  We're using the new Unity 2D tools that just came out in the new package.  I did some Flash tests for what attacking and death could look like.  The game uses a mechanic that involves swiping to take down enemies in a sort of endless runner format.




Dis gon' be good. Stay tuned!

Saturday, November 9, 2013

Make-A-Wish Game

FIEA was recently approached by the Make-A-Wish foundation to make a child's wish to create a video game.  A number of the students volunteered to create a base for a game that we could work on.  We put the framework together in about a week, while still working on our respective projects.

I decided to do a quick animation set for the character.  A spell cast, a swing, a jump, and simple movement.



Also we got to eat lunch with him, shoot each other with our obligatory Nerf guns, and then we played a bit of League of Legends.  He was a cool kid.