Final Workflow Part I - Idle Animation Cycle

 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 both the posture and add a sense of weight to this large weapon shes wielding.

 
 
As you can see in the images, the waist bending looks a bit unnatural but then again, the weapon is also almost as big as the character herself and I wanted to make something a little bit more dramatic because of the size of the weapon. Hopefully people will like it.


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