Hey
guys! Wilttilt here with a brand new devblog! We're shaking things up a
bit, and from now on devblogs are going to focus more on the technical
aspects of the development process. We'll be showing off the latest from
the cutting room floor with exclusive reveals, behind the scenes sneak
peeks, and other cool bits and bobs! First off, we're going to take a
look at the progress we've made with the female player.
One
of the big reasons we were unsure about including females in the demo
is because they actually have quite a bit more work put into them than
the male player characters! Objects like skirts and long hair have
special bones that require extra attention and animations to make sure
they look as accurate as they can possibly be. Luckily, thanks to recent
developments, we've made great strides in both production and our
workflow. In fact, we've been moving so fast that the recently released
demo trailer is already outdated! We can't wait for you to see the
updated male player animations when the demo launches! It's safe to say
that both the female and male player characters will be as awesome as
they can possibly be just in time for the demo!
In a game like FusionFall Legacy, there tend to be a lot of moving parts. In order to make them all work as they should, a process called "rigging" is required. To put it simply, rigging is like attaching parts of your body to your skeleton. The bones move the skin. Here's a quick gif of myself finishing up the rig of a female shirt.
After that, we import the model into Unity where we apply the texture, give it the proper shader, and get it set up to work as an item in FusionFall would. All items share the same rig, so when we put them all together, we get a full player character! Check it out!
The
next step towards having a living, breathing, player character is
animation! And as it turns out, that's hefty load! In the original game,
the male and female player had about 230 animations each! These were
just a few of our favorites so far! The combat animations have also seen
a revamp since the trailer. Check out the punching animation below!
Speaking
of animations, check out some of the animations we've equipped our
Nanos with! Eddy, Eduardo, Blossom, and Chowder most likely won't be
appearing in the demo. They may look pretty awesome, but there is still a
ton of work left to be done. Don't worry, you'll be able to get your
hands on them when the full game launches.
In a game like FusionFall Legacy, there tend to be a lot of moving parts. In order to make them all work as they should, a process called "rigging" is required. To put it simply, rigging is like attaching parts of your body to your skeleton. The bones move the skin. Here's a quick gif of myself finishing up the rig of a female shirt.
Did you know that the FusionFall Legacy player rig has nearly 70 bones?
After that, we import the model into Unity where we apply the texture, give it the proper shader, and get it set up to work as an item in FusionFall would. All items share the same rig, so when we put them all together, we get a full player character! Check it out!
Until next time, back to work!
And with that i completed all of the devblog reposts... IM TIRED
-Plants10000
And with that i completed all of the devblog reposts... IM TIRED
-Plants10000
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