For Sprint #5, I polished Zinta's animation along with the timing of the camera to make the overall animation more cohesive based on feedback. The camera pulled back fast and added a pushup for when the legs pop out on the climax. The ending pose is more refined and had Zinta take a step forward as she's swinging her sword. All these changes were pushed to engine where the next sprint will have blend shapes for facial expressions and to relax some of her poses. Below is the updated animation.
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Final Delivery
For the final delivery, I connected Zinta's facial blend shapes to a set of controllers to control the expressions, the eyelids, eyebro...
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For Sprint #1, I developed a test animation for the camera in Maya and imported it into Unreal Engine so that it is one-to-one with the scen...
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This week I developed a proxy skeleton and proxy animations for Bowser Jr. I created an idle animation, an awareness "clap" animat...
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For Sprint #2, I developed a skeleton for Zinta along with a control rig for keyframe animation. Currently it moves with IK for the legs and...
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