Monday, 14 August 2017

380 Week 3-4

INB  380 Week 3-4 Progress

Summary:

Run/posing/movement Research: 2 Hours

Sparkus Idle Animation: 9 Hours

Sparkus Ranged Animation: 7 Hours

Sparkus Melee Animation: 8 Hours

Team Meeting: 3 Hours

Total: 29 Hours

Sparkus Animations Research:

Tryndamere from League of Legends:







Idle Animation:





Melee Animation:






Ranged Animation:




































Tuesday, 8 August 2017

380 Week 2-3

380 Game project Week 2-3

Summary:

UnitD1 Run Animation: 12 hours

UnitD1 Ranged Animation: 7 Hours

UnitD1 Ultimate Animation: 8 Hours

Team Meeting: 3 Hours

Total: 30 Hours


Run Animation:



Ranged Animation:



Ultimate Animation:




Tuesday, 1 August 2017

380 Week 1-2

380 Week 1-2

Summary: 


Animation reference research: 2 Hours
Unitd1 Idle: 8 Hours
Unitd1 Jump: 10 Hours
Unitd1 Melee: 7 Hours
Team Meetings: 3 hours

Total 30 Hours

Animation References:



Unitd1 Idle:



Unitd1: Jump





Melee Animation (wip):


Wednesday, 31 May 2017

Week 12-13

Week 12-13

Game Description:

Graviators: Season 1 is a third-person brawler with the unique core mechanic that players can control and shift their own local gravity. Set in a future world where entertainment and reality shows have evolved to the point of gladiatorial combat. to save human lives and get a earlier TV slot, Robot gladiators have been substituted in for humans. Graviators intends to have a dynamic fighting environment that players must adapt to.

Critique:

The core mechanic of shifting gravity is a very disorientating thing for players, and thus the implementation of a smooth camera and fluid animations to give clarity where possible. The fighting mechanics still need a lot of work, and there is the possibility as suggested from playtesters that the core mechanic could work in a variety of other game genres like puzzles and action adventures.

Reflections:

What was your overall assessment of the process and the outcomes?

Overall I think the myself and the team did a good job implementing the mechanics and animations and scripts that were needed to get a working demo of a such a complicated game. there are still alot of issues and things need to be fixed, and getting our workflow pipeline functional was a challenge, but now that it is sorted, I expect our work processes to improve across the rest of the production.

What role did you play/tasks assigned that was least satisfying to you?

Animation testing and transition tweaking within Unity. I'm still inexperienced with Unity and needed to learn a lot of how it works. Sourcetree and Github also presented a challenge for me.

What were the tasks undertaken that used your skills and abilities?

Planning and animating the characters and transitioning and blending those animations together smoothly in the unity animation controller.

What were the lessons learned with regard to time management, task planning and team processes?

I learnt a lot of time management skills, and the need for strict deadlines in regards to such a collaborative workflow. I also discovered the need to be able to explain why I did or animated something in a particular way. As not everything will be clear to team members unfamiliar with animation concepts and the pipeline involved with that area of the production.

What plans do you and your team have for the next phase of development of your project?

We plan to polish and work on the core mechanic, including the implementation of a smoother camera and other combat mechanics like ranged attacks and ultimate abilities. we also plan to integrate two additional characters into the game. this will involve alot of animations for me, which I look forward to doing.


Summary:

Animation Transitions and Blends: 5 hours

Animation Adjustments in Blender: 3 hours

Animation Testing: 1 hour

Total: 9 Hours

Animation Transition editing:



Animation Blending for Melee Attack:


Retweaking some of the core animations in blender:


Animation Testing in the multiplayer:


Wednesday, 24 May 2017

Week 11-12

Week 11-12

Summary:

Jump Animation (Takeoff/Float/Land): 7 hours

Float Animation Loop: 2 hours

Melee Attack: 6 hours

Total 15 hours


Jump Animation:


Float Loop Animation:



Melee Attack Animation:


Wednesday, 17 May 2017

Week 10-11

Week 10-11

Summary:

Run Animation: 8 Hours

Jump/Float/Landing Animation WIP: 4 Hours




Run Cycle Animation:

Final Animation Front View:




First Pass on Lower Body:


Basic Leg movements for the run cycle, but its still very stiff, and not fluid in the ankles and knees.

Second Pass Lower Body Final, Back Arms First Pass:


Fixed the knees and ankles, and foot placement, cleaned up the hip rotation and added in some basic blocking movement for the back set of arms.

Final Animation:


Smoothed out the full motion across the body, added some slight de-synced movement to match the shoulder rotations.

Jump/Float/Land Animation Blocking and Timing:




Basic Blocking Timing, and a few of the poses for the jump/float/landing.

Wednesday, 10 May 2017

Week 9-10

Week 9-10


Summary:

Blend Trees and Transitions Research: 2 hours

Complete Idle Animation: 7 hours

Run Cycle Animation (still WIP): 3 hours

Blend Trees & Transitions Research:


Some research into transitions. and looking into how to do blend trees, which will be needed for some of the animation states for the game.








Idle Animation:

Final Idle Animation:


Cleaned up the head movement, and de-synced the arm motions so the overall movement is more fluid.

3rd Pass:


Cleaned up the arm movements so they match a subtle Idle animation better.





Alternate idle but the the loop didn't flow correctly and it was too up and down with too much movement.

Run Cycle WIP:

Started on the run cycle.