Welcome, Guest. Please login or register.

Login with username, password and session length

 
Advanced search

1411507 Posts in 69374 Topics- by 58429 Members - Latest Member: Alternalo

April 26, 2024, 07:31:21 AM

Need hosting? Check out Digital Ocean
(more details in this thread)
TIGSource ForumsCommunityDevLogsKing, Witch and Dragon - the Reversed Metroidvania
Pages: 1 2 [3] 4 5
Print
Author Topic: King, Witch and Dragon - the Reversed Metroidvania  (Read 9706 times)
torchinsky
Level 0
**



View Profile WWW
« Reply #40 on: March 02, 2020, 04:23:02 PM »

It's been a while since last update...

Basically because I was researching and learning everything related to building armature, rigging and skinning in Blender. I've never done it before so the preparation part took a bit longer than I expected. But finally I have deformation skeleton with all weights painted.
Just testing some poses to make sure that everything works as expected:



Next step is to build a proper rig with all the IK/FK switches, isolated rotations, drivers, etc.
Logged

Thaumaturge
Level 10
*****



View Profile WWW
« Reply #41 on: March 03, 2020, 09:23:23 AM »

It looks like the rig is pretty good, thus far. ^_^
Logged

YogX
Level 0
***



View Profile WWW
« Reply #42 on: March 03, 2020, 09:26:23 AM »

I love the cel shaded look and it reminds me a lot (for some reason... maybe it's the sword...?) the Prince of Persia trilogy.
Logged

Jasmine
Level 5
*****

Boop


View Profile WWW
« Reply #43 on: March 03, 2020, 06:19:59 PM »

I've been keeping my eye on this for a while and have been loving the progression. I can't wait to start seeing gameplay footage!
Logged

torchinsky
Level 0
**



View Profile WWW
« Reply #44 on: March 04, 2020, 04:29:11 PM »

It looks like the rig is pretty good, thus far. ^_^
Technically there is no rig at the moment... Depends on what you call a rig. Right now its just a deformation skeleton where you have to move and rotate all bones manually. We can say that this is full Forward Kinematic rig Smiley

I love the cel shaded look and it reminds me a lot (for some reason... maybe it's the sword...?) the Prince of Persia trilogy.
Thanks! I didn't have it as one of the references when I was designing this character, but the more I look at him the more I agree with you Smiley

I've been keeping my eye on this for a while and have been loving the progression. I can't wait to start seeing gameplay footage!
Soon... very soon Wink
Logged

Thaumaturge
Level 10
*****



View Profile WWW
« Reply #45 on: March 05, 2020, 09:13:06 AM »

Technically there is no rig at the moment... Depends on what you call a rig. Right now its just a deformation skeleton where you have to move and rotate all bones manually. We can say that this is full Forward Kinematic rig Smiley


My apologies, I perhaps misspoke (my familiarity with some parts of the 3D animator's jargon may be poor); I was just thinking of the armature used to control the model, regardless of whether it's inverse-kinematic or otherwise. ^^;

I've been keeping my eye on this for a while and have been loving the progression. I can't wait to start seeing gameplay footage!
Soon... very soon Wink

That's good to read! ^_^
Logged

torchinsky
Level 0
**



View Profile WWW
« Reply #46 on: March 08, 2020, 10:29:43 AM »

Testing facial rig with different expressions: angry, sad, scared...



The rig is 100% bones-based, no blend shapes involved.
Logged

Thaumaturge
Level 10
*****



View Profile WWW
« Reply #47 on: March 09, 2020, 12:51:30 PM »

Those are rather good expressions, I do think. ^_^
Logged

torchinsky
Level 0
**



View Profile WWW
« Reply #48 on: March 11, 2020, 02:23:34 PM »

Main character rig. Includes IK/FK switch for arms and legs; isolated rotation switch for arms, legs and head; foot roll; cloth controls and a couple more features.



Logged

Thaumaturge
Level 10
*****



View Profile WWW
« Reply #49 on: March 12, 2020, 09:33:45 AM »

I am quite amused at the rubber sword. Tongue

(Don't worry--I don't imagine that it'll be used quite that way in-game! I just think that it's amusing as depicted here.)
Logged

torchinsky
Level 0
**



View Profile WWW
« Reply #50 on: March 14, 2020, 09:48:01 AM »

I am quite amused at the rubber sword. Tongue

(Don't worry--I don't imagine that it'll be used quite that way in-game! I just think that it's amusing as depicted here.)

Well, for some overshoots and exaggerated animations I think it is good to have this option Smiley

Also, quick update for spider legs rig:

Logged

Thaumaturge
Level 10
*****



View Profile WWW
« Reply #51 on: March 14, 2020, 05:33:25 PM »

Well, for some overshoots and exaggerated animations I think it is good to have this option Smiley

Of course! I imagine that it could be very useful indeed in that way. (And my apologies if I suggested otherwise; it's only contextless there that it looks amusingly rubbery to me.)
Logged

torchinsky
Level 0
**



View Profile WWW
« Reply #52 on: March 15, 2020, 07:17:19 AM »

Of course! I imagine that it could be very useful indeed in that way. (And my apologies if I suggested otherwise; it's only contextless there that it looks amusingly rubbery to me.)
No worries, it's totally fine to make fun of it  Grin

Meanwhile, bat wings rig:
Logged

torchinsky
Level 0
**



View Profile WWW
« Reply #53 on: March 16, 2020, 07:50:16 AM »

Simple rig for the snake's head.



The snake tail supposed to be animated procedurally in engine.
Logged

Thaumaturge
Level 10
*****



View Profile WWW
« Reply #54 on: March 16, 2020, 08:56:13 AM »

Ooh, those bat-wings look cool! I really like the look of them, and the way that you have them move and adjust. :D
Logged

torchinsky
Level 0
**



View Profile WWW
« Reply #55 on: March 26, 2020, 03:58:09 PM »

Testing IK foot placement

Logged

Foxwarrior
Level 1
*



View Profile WWW
« Reply #56 on: March 26, 2020, 10:55:27 PM »

You going to have surfing sections? He's got the hair for it I think.
Logged
torchinsky
Level 0
**



View Profile WWW
« Reply #57 on: March 27, 2020, 03:35:20 PM »

You going to have surfing sections? He's got the hair for it I think.
Haha, not really, but who knows...

Btw, foot placement works even better than I expected XD

Logged

torchinsky
Level 0
**



View Profile WWW
« Reply #58 on: March 29, 2020, 05:36:53 AM »

Working on idle animation.

Basically, it is animation about doing nothing and waiting player input.

As Jonathan Cooper cooper said in his book "Game Anim"
Quote
There's nothing more of a wasted opportunity than lazy bouncing or breathing idle

I was thinking how to make it less boring, more "alive" and dynamic. I tried several options and the most interesting one in my opinion is "wind". Let's imagine that in the game there is always wind blowing on the character. It allows to have a lot of secondary motions: cloth and scarf flapping, hair and feather movement. Because all of them move with different frequency it also helps to break repetitiveness and clear looping. Also if we add proper background it might help to convey the mood.



What do you think?

Logged

YogX
Level 0
***



View Profile WWW
« Reply #59 on: March 29, 2020, 06:53:37 AM »

You going to have surfing sections? He's got the hair for it I think.
Haha, not really, but who knows...

Btw, foot placement works even better than I expected XD



This is incredible  Grin!
Logged

Pages: 1 2 [3] 4 5
Print
Jump to:  

Theme orange-lt created by panic