CRT TV Melee Enemy UPDATES #2 (Animations)



Animations shown:

  • Melee Enemy Idle
  • Melee Enemy Spin Attack
  • Melee Enemy Dizzy
  • Melee Enemy Hurt
  • Melee Enemy Death/Dying

CRT TV Melee Enemy Animations:

The process of importing our animations into the engine was quite easy, especially after we had to learn the hard way with the Reebo model.  After switching the animations to the new skeleton and some rework on the root bone in Maya, we started adding all animations to the newly built state machine. We realized that some of the animation errors (playing incorrectly) that we had before were caused by the fact that the range of some of the anims was all over the place. Therefore what we did was set a new time range for each animation, where the end of it would be the beginning of another animation, so that the transition would be seamless. For example, the attack and the dizzy animations are connected by the same pose at some point, as follow what we had to do was find that pose and set it as the end for one and begin for the other.  This made the transition from attack to dizzy very nicely and the player can't even notice that are two different animations.

We did the same for dizzy to idle and idle to attack.

TRANSITION POSE


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