Author Archives: Emily Ward
User Experience 10: creating the punching bag and reflections
As I am reaching the end of this project, I am implementing a target for the player to use their combat on. I have created a punching bag that the player can knock back when hit. This punching bag registers … Continue reading
User Experience 9: Adding exclusive actions
As the basic control of the combat is completed, I wanted to add exclusive actions to the jumping and crouching functions. I implemented new animations exclusive to the jumping and crouching states which allow for a jump-kick attack and a … Continue reading
Advanced Animation 18: Blocking Plus
This week I have developed this shot into blocking plus. I’m generally happy with the timing, but I’d like to push the poses to be more dynamic and less symmetrical. I have also understood that I need to polish the … Continue reading
User Experience 8: Creating animation montages and combat
Now that I have created the base of the character controller, I want to add the ability to attack. I have created two strings of combat, a series of light attacks and a string of heavy attacks, which are programmed … Continue reading
Advanced Animation 17: Blocking
This week I have roughly blocked out the poses for my scene. Ultimately, I can see that on reflection there are not enough poses- I worked from a reference of myself, but it would benefit the scene a lot if … Continue reading
User Experience 7: Making the Animation Tree and Basic character controller
Now that I have collected the animations I will be using in this project, I have begun working on creating a character controller. The third-person character controller that is created when making a game level in Unreal does come with … Continue reading
Advanced Animation 16: Acting reference and blocking
This week we are moving on to our acting shots. I have chosen a short clip from It’s Always Sunny in Philadelphia, since I think it has some clear beats in the timing, as well as being dramatic enough that … Continue reading
User Experience 6: Pivot to mixamo – reflection and new plan
The current development of this project is going to require me to modify my plans, since unfortunately due to technical issues, the VICON motion capture data is not going to be suitable for this project. A necessary element required for … Continue reading
Advanced Animation 15: Polish and Reflection
I’ve now moved into the polish phase of this shot, and overall I’m happy with the outcome. On reflection, I think I would like to adjust some of the timing since I think the comedic pantomime element of this shot … Continue reading