Gameplay Animation Week2 Idle animation

Breathing/idle Animation is one of the necessary animations in the game. When the player does not operate the character, idle animation is often needed to reflect the vitality of the character. What I want to make this week is idle animation. The following are some interpretations of idle animation and the idle animation reference of the game I found before I started production.

I found a simple tutorial on Youtube to help me make idle animation.

The tutorial carefully explained in detail the overlapping of the character’s head, chest, and waist when breathing, and made good use of the graphic editor.

From T pose to main pose
hips

The above video is the process I recorded in the production stage, from a single hips overlapping to hips&chest overlapping to the overall overlapping include spine, arms, wrists, and head.

tips: set core animation &core Rx need offset back 6 frames.

By analogy, when dealing with the neck, head, and chest overlapping, I should also move back a few (2-3) frames appropriately, just like the FOX tail animation from term 1.

When I finished the breathing animation of the characters, I still felt very monotonous, so I wanted to add some character-rich actions on the basis of this idle animation, such as raising hands and kicking.

I have found an excellent tutorial through Bilibili(a famous web in China like YouTube)and tried to follow the steps.

https://www.bilibili.com/video/BV1aE411Z7tU?p=19

The action is basically like this.

Below are some key poses I made

Finally, I combine idle animation and kick animation.

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