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I've recently been trying to figure out the best and most efficient way to animate the characters for my game and I've been banging my head against a wall trying to figure out how. I decided to look into the game files of the game app Family Guy: The Quest for Stuff and see how they did it. With the help of the internet I was able to decompress the .astc.ccz files with QuickBMS into regular .astc files and use Noesis to view the .astc files.

The images above show how the game handles separate parts for skeletal animations and using a combination of skeletal and frame by frame animations. This is what I've decided I'm going to learn how to do for the most efficient workflow on animations.

I know I promised I would just release a playable build instead of spending all my time on animations but I had to solve the issues at hand before I continued with the game. Now that I have solved my issue I now have to rework the character Models so I can use the new animation technique with them so this will push back the playable build until I get the animations down. I will only be redoing the walking animations so I don't push back the playable build too far back.

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