Roughed in 2HD melee weapons - all pertinent animations are there and it's looking good so far, need to go over attack animations and crouched lower body movement once all bits are in place. Also captured forward movement into some blend trees and added some guard logic to ensure that even if an animation is not played out correctly, we still can fully holster a weapon.
2HD weapon pose below and its corresponding mecanim state machine.
Tonight, I think i'll push and get 1hd melee in place as well, possibly rough in rifle/shotgun too :) - though i'm thinking that shotgun will require its own unique animation set from rifle, will try it out and see what things look like however.
One comment already was in regards to arming a weapon at the start - i'd like to avoid that but understand the reason for the ask, it's hard to know what is what atm. Going to look into adding question location tracker and add some quests / hud as things progress, not a priority though as there's still lots of work to be done with animations - rifle/sg, 1hd those are focus tonight - after that it really comes down to a lot of testing and note taking to discuss with animator here and get things looking just right.
Something i'd really enjoy starting in on are mountable gear items - things like backpacks, armour/clothing (yay!), weapons, etc... they need to be encapsulated with their own scripts/prefabs and handled dynamically instead of just mounting each one and disabling its mesh renderer.
So back around we go again, finishing up the remaining core combat animations then going back and testing tweaking and more testing - still lots of areas that could be improved in target matching and smoothing out animation transitions/looking.
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