New this week
This adjusted the material for the first boss, rigged it and created some starting animations. I’ll need to do further testing on how to properly set up lunging/jumping type attacks.
Animation Rigging
The rigging of the model went normally. I’ve learnt some lessons for the next time as this was my first rig that deformed the model and certain joints could be improved. I’m using IK again and its causing problems like always. The legs of the model use 3 IK controllers each controlling the knee heel and toe positions. The arms contain 1 IK controller at the wrist. The legs seem to work reasonably well. But the arms are a pain. I still can’t seem to get the arms to rotate on their own reasonably. Most positions I move the arm IK controllers’ position until I rotate the upper arm manually. An issue I foresee in the future is being able to toggle the IK on and off for stranger animations. I did some brief testing, but it didn’t work. Below is an image of rigged model.

Start of animation
Currently I have created 3 rough animations. A neutral run animation, a kick, and a shoulder charge. Instead of creating the rest of the animations I will try to implement these into the game. All my animations in the basic enemy were non-root motion (the root bone stays on a fixed axis). So far only 1 of my animations are non-root motion. The others have different intensities of how far the root moves. I will try to implement these as root motion to see how well unity can transition between fixed root and root motion animation. The reason I’m doing this with an incomplete animation set is that if it doesn’t work well, I can adjust these limited number of animations easier. All the animations are currently in their rough state because of the high likelihood they will need to be re-worked. Below are all the animations. On the side note I love that goofy dumb run.
What’s next?
Next is testing root animations. I’ll create the most basic state machine using this set of animations and try to get the movement working correctly. After than either make adjustments or create more animations.



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