Buku Game Anim: Video Game Animation Explained by Cooper Jonathan

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Game Anim: Video Game Animation Explained by Cooper Jonathan

Author:Cooper, Jonathan

Language: eng

Format: epub

Publisher: CRC Press

Published: 2019-01-14T05:00:00+00:00

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Game Anim: Video Game Animation Explained by Cooper Jonathan

There may be multiple idle animations, one for each state, such as ambient, combat, crouching, and so on. Each idle should satisfy similar conditions (e.g., same foot forward) to easily blend or transition between one other. Different characters that share most animations can still display unique idles if we blend across from a base idle to the unique stance whenever the character stops, though only if the feet match, to prevent foot-sliding during the blend.

Later in the production, the character idle can be further improved with the insertion of “cycle breakers”—one-off incidental animations, played at random intervals, that break up the loop and are further opportunities for displaying the character’s persona. Cycle breakers can’t be too complex, however, as the player must be able to exit at any time, so they mustn’t stray too far from the idle’s silhouette lest they blend out awkwardly.

Testing randomly playing animations like cycle breakers in game is time consuming as you wait around to see the one you want to review. When editing a randomized animation, temporarily set its likelihood of playing to 100% as well as upping the frequency.

 

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Game Anim: Video Game Animation Explained by Cooper Jonathan

Author:Cooper, Jonathan , Date: June 21, 2019

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Author:Cooper, Jonathan

Language: eng

Format: epub

Publisher: CRC Press

Published: 2019-01-14T05:00:00+00:00
There may be multiple idle animations, one for each state, such as ambient, combat, crouching, and so on. Each idle should satisfy similar conditions (e.g., same foot forward) to easily blend or transition between one other. Different characters that share most animations can still display unique idles if we blend across from a base idle to the unique stance whenever the character stops, though only if the feet match, to prevent foot-sliding during the blend.

Later in the production, the character idle can be further improved with the insertion of “cycle breakers”—one-off incidental animations, played at random intervals, that break up the loop and are further opportunities for displaying the character’s persona. Cycle breakers can’t be too complex, however, as the player must be able to exit at any time, so they mustn’t stray too far from the idle’s silhouette lest they blend out awkwardly.

Testing randomly playing animations like cycle breakers in game is time consuming as you wait around to see the one you want to review. When editing a randomized animation, temporarily set its likelihood of playing to 100% as well as upping the frequency.

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