The team has an overall brief and direction for the animation; all of hour characters have their separate animations, all of which include at least one form of attack. We will be using this along side creative camera placements and movements to allow it to appear as if our characters are fighting along side one another, fighting their enemy. For example, when an attack animation is played, the camera could be placed directly in front of the character and their weapon so that it looks as if the camera has the perspective of the enemy, and similar work can be done for when our characters take hits and stumble.
My character's animations are 'Idle', 'Run', 'Cast' (a mage attack) and 'Stumble' as if being hit. His actions in terms of a storyboard will be him idling as if he is waiting with his companions, then he starts running towards an enemy, stops to do a powerful cast, takes an enemy hit to the chest/shoulders where he will stumble, possibly cast again and then return to the idle animation. The specifics are still being worked out, because it will have to work well with how we propose to set up the interaction and camera work with my teams' characters.
The animations themselves will have relatively little anticipation because these are animations made for a gaming environment, and so a player expects almost immediate animations and reactions to their pressing of control buttons.
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