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Showing posts from April, 2024

Final Workflow Part II - Jump Animation Cycle

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 After completing the idle animation, I wanted to work on the jump animation first as I was curious to see the full potential of the cape movement as soon as possible. Again, the Great Sword Pack from Mixamo provided a perfect reference to work with a character jumping with a heavy weapon. But this time, I also had to look at other sources for a reference of cape moving up and down along with the body. But unfortunately, I couldn't find any good reference and so I had to practice and experiment for a longer period of time with the cape movement animation. Here's the final result:               Like before, i wanted to make the animation a bit more dramatic so i decided to make the cape wave way up high as she finishes reaching the peak of her jump and starts to ease into fall down movement. Even though this kind of cloth movement is completely unrealistic for such a short jump, but I wanted to do this anyway just to have fun.   If ...

Final Workflow Part I - Idle Animation Cycle

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 After working on the attack cycle, I wanted to work on the idle cycle first as it is the simplest of the animation pack of a character. But a character's idle pose can differ in style depending on the mood of the character, the type of costumes and weapons the character have. My idea for the rest of the animations is to make it combat focused as that's the best way to get the most out of the heavy weapon wielding and the cloth movement looks nicest when the character is making a lot of effort or in other words, in a high profile mood rather than in a calm, low profile mood. So, I started with a high-profile idle animation where the character looks like she is about to attack and that's why the character is constantly shifting her weight between two legs instead of standing on one leg and breathing which gave room for that subtle cape and skirt movement.                    But I had to make some adjustments to balance out ...