Thursday, April 23, 2020

FMP: Week 16 Thursday

Now that I'd textured the player, I could start on animating her.
I had to look at the animation blueprints and the animations themselves for the mannequin within UE4 to figure out how they put it together, then created my own versions to replace them with.
I struggled a bit with this, since I'm not exactly an animator, so the resulting running animation ended up being a bit stiff in my opinion.

For the animation itself, especially with the running, I made use of the copy pose button, which allowed me to animate one side and then paste the same position to the other side at another point in the timeline, which would save me time and make the animation flow nicer.

Idle animation
Running animation
I am considering removing the blinking from the idle animation and adding it to the animation blueprint as the morpher it is, so that she can blink seamlessly regardless of what state of animation she's in.

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