Home Artists Posts Import Register

Content

The past few days I began planning out exactly how Shinobu's donut behavior will work and creating animation assets for it. I want to make sure that her mood affects her behavior. So this is how it's going to work: When she is angry and the user presents a donut (by holding it up to her or becoming visible), she will become jealous and glare at you from the distance. Eventually she will run at you in an attempt to nab it from you. When she gets near you she will check if the donut is within range, if it is, she successfully steals it and begins the eating part of the behavior. The only way to stop her will be to raise the donut high above her. She will tiptoe and jump to get it. She will eventually give up and back off. When she is happy, she will beg for the donut. If you give it to her she will begin eating it. 

The eating part of the donut behavior involves eating it every so often until it disappears. She will also smell it and really enjoy it at the beginning. The following image is the rough draft chart of her donut behavior:

The blue arrows in the graph are animations. If they have a green outline, the animation is complete, if it's red, I've yet to create it in Blender. As you can see,  I am missing a few assets which I will work on next. The past few days I completed body_donut_smell and body_donut_eat which you can see in Video 1 and Video 2.

Since I needed the model to communicate "eating", I made 3 new shape keys for Shinobu's head, shut_lips, puff_cheeks_left, and puff_cheeks_right. The cheek ones are used to puff the cheeks of course and shut_lips is used to counter her mouth opening when she moves her jaw down. Thereby making her look like her mouth is full. As shown below:

Normally I would just use the already existing shape key for lower lips to raise the lips up but the current version of Unity that I am using does not support negative values for shape keys.

The speed of creating an animation asset depends largely on the type of animation. Some are easy and some are hard. I animate at the rate of roughly 1 animation per day.

You can comment below to suggest adding other types of behaviors to this logic graph and I will consider implementing it again.

Files

Comments

No comments found for this post.