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Hello everyone 👋

I'm doing my best to stick to my resolution of more regular posting on here, to give a quick behind-the-scenes overview of what the project is up to right now.

Today on the plate: Animations!

To be fair, the previous versions weren't really animation-heavy and I managed to keep them quite simple. For the sandbox update, not so much. I realized that it would actually be nice to roam around the lab with some leg work to match the character movement, requiring me to tackle every animator's nightmare - the walk cycle. My animation skills are pretty poor, so I had to utilize a lot of tools to make animating the character an option, but fortunately unreal provides a whole framework to make it a bit easier. After banging my head at the keyboard for a day or two I finally managed to get it working and finally got to making a couple simple animations that will be fitting for the next update!😁 

Those shown in gifs are still work-in progress, I'll get around to make an improvement pass on them once I handle some other sectors. But I'll talk about those in another post 🤗

As a bonus, I've added some fun jiggle physics on the preview character. I had no idea that those are on the whole time, even in preview and in animator view, but it made the animating process more fun ^^

As always, huge thanks to everyone for your support, You are awesome!💗

Cheers~!

Files

a regular walk cycle
One of the transformation-convulsions animation which will play when a character gets dosed with something transformative
a regular walk cycle
the procedural unreal's control rig blueprint that drives the animations of the character

Comments

Rankane

Exciting :3