Final Workflow Part III - Dash Animation Cycle

 So, after having fun with the jump animation. The next thing on my list was the dash animation. For my workflow, I like to try a completely different or irrelevant part of the project after completing one part of my project because working on similar things for a long time can sometimes feel a bit boring. For example, if I started working on Run animation right after finishing my walk animation, the whole workflow process would feel a bit redundant as the walk and run have almost similar body movement and mechanics. But jumping up and dashing forward are two completely different sets of movements. This not only helps me stay motivated, but I feel like it also helps me practice variety of things one after another and compare the difference of different kinds of animation as the memory from making the previous animation is still pretty fresh when I'm trying something different. Another benefit is, I'll be able to see if I can retain the lessons for longer period of time (For example, I'll be able to see if I still remember the lessons from walk cycle when I start to make the run cycle).



One thing that was still similar to the Walk cycle was the in place movement of the character during the dash. I decided to make all the cycles in place rather than having movement because I am a Game Developer myself and I find it better to make animations in-place rather than adding movements to it. This way, the programmer can easily modify the movement value when making the game giving them more flexibility in case the character has things like stamina, movement speed attributes that change over time or event of the game.



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Final Workflow Part II - Jump Animation Cycle