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Looking back I should have started with an Idle animation. Would be much easier, lol.

Anyway, the animation you see above is smoother in the game. I added the clothes in such a way that it is easy to remove it via code. This will set up a good start for cloth costumization.
I didn't do her bag and belt, cause I am not sure if I wanna have those in the animation at all. Either way, I would work on it when they have actual game play purpose. Like I said, it should be relatively easy to add stuff to the animations.

Working in Unity is still complicated and takes much longer than in flash.
It started with downloading a new update, which broke a couple of things for the stuff I already did. Fixing this always takes longer than what I originally came for....
Times like this gives me second thought's if I should just try out game maker or doing arts and animations only. But when everything finally works I am happy again. And I stay with Unity. I thought about that 1000 times, and 1000 times the result was Unity.

It continued with me deciding which way I want to go in terms of how I combine every asset/sprite for animations and later code.
For example: Do I want to do skeletal animation or not? Doing so will give me more freedom to move the mesh around (so I don't need to cut out everything). The arm is a good example: In the animation you see above the arm is just one sprite. But it still can bend thanks to skeletal animation. Usually I just cut out big parts (upper arm, lower arm and hand) and place them together in the animation.
On the negative side, building such a structure has like no room for errors. If I drew some sprite assets wrong then I would need to do the whole animation from scratch! And that was something I really don't wanna do.
I ended up with a hybrid. In this certain animation above there are bones in the feet, the front arm, the dress and the boots. You can see the behavior of those sprites very clearly.

The next things I do are the walking animations in all 4 perspectives. Then I will interrupt my PSS working session for a couple of days to take care of some bugs in 'zum Damenhaus'. If I am successful, then I will definitely release a fixed version. After that I go for PSS again.

By the way, I currently collecting your suggestions for our first community based stand-alone animation. If you wanna particiate you can comment on my last post

Have a nice day!

random Crow

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Knolden

It is a very smooth looking walking animation. More natural than the ZDH ones too!

erni

Looking and sounding good, sorry to hear about the continued Unity woes, do you expect this to get better in time when you get much more routine with Unity or is it just suboptimal by itself?

randomcrow

Well, it sure get's better over time. But if I had the same amount of experience in both flash and unity, then unity would always be slower to work with

erni

hm ok, well I am looking forward to see what you can do with this :)

Icarus Media

Very good. often most people make the mistake of bending the knee too much when using a walking animation combined with keeping the foot flat so the end result looks like stomping. You seem to have avoided this issue.

Veldspar

I always liked the attention to smaller details in your animations (eye movement, facial expressions, etc.). In this case, it's boob jiggle :)