During week 3 I only worked with the animations, for now I have only worked on the animations which are essential for the character such as turning animations etc. At the moment all the animations are quite rough and I will start polishing them during week 4.
I will show all the animations from the players point of view, which is from behind the character.
Turn Animation
This is the turn left animation, when the player turn right we will mirror this animation, I only wanted to get a pose I liked, in the final animation he will make small movements while turning.
Slow Speed
For now this is the animation for when you are going slow, just as in the previous animation the character won't be this static, I only wanted to find a pose that looked okey.
High Speed
This animation will play when the player is going fast, to get the middle speed we will tween between the slow and high speed.
Midair 01
We might use this animation if the character is in the air for a longer time, but we want him to look like he knows what he's doing at all times, and this looks kinda goofy so we might skip it.
We might use this animation if the character is in the air for a longer time, but we want him to look like he knows what he's doing at all times, and this looks kinda goofy so we might skip it.
Midair 02
When the character is in the air this animation will be used, the character will keep his arms out until he touches the ground, then he will either go into his slow speed or high speed animation depending on how fast he is going. There will also be more movement whilst in the air.
Collision Slow
If the player collides with a wall at a slow speed this animation will be played, the levels will be built so that the player will never be able to drive straight into a wall so we won't need a animation for frontal crashes.
Collision Fast
This is the animation for colliding whils going fast, it's basiclly the same as the slow speed just more exagerated. To get the collision when colliding at the middle speed we will tween between the slow and fast collision.
Pump
For now when pumping we will use this animations, this animation is the one I've had most difficulties with, the reason is that it is really hard to show something getting heavier without legs, but when the animation is finished we will squash it in unity to emphasise the player getting heavier.
I've started working on a few more animations, but they are not worth showing right now.
And that sums up everything I did during week 3, now it's time for week 4!
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