The only thing I didn't finish that I was scheduled for was the binding of the costumes that James made to the enemy character. This is only because myself, chris, and jon have all been working to get the fbx export to work but it keeps coming up with different errors. We followed all the steps that worked for the goblin model to the T so I think I may need to redo the rig and animations for that character. It is probably an issue with history or that the skeleton is bound to 2 meshes. We are going to give the export a little more work before I restart the rig and animations. Last but not least I designed the end of game boss level.
This week I have a lot to do. I designed the boss level with the dragon so I could get started on the animations. I only did a basic platform design so this week I will make it good with lamp designs, boxes, a catapult, stain glass windows, balconies, pillars, climbable flags, and a breakable chain. Then I need to get the collision meshes for all the important spots of the level. I will also begin on the animations for the dragon but they are pretty extensive so I don't think I will get them all done. Below are all the animations that I need to add to the goblin and the Dragon. Since this is more of a priority then the enemy I will work to knock all these out before the moving on to the re-rig.
Goblin
another die animation
slat against the wall
take a seat in the catapult
Dragon
triple fire blast
tail swipe
bite
4 second wing blast
regular fire blast
epic fire blast
down ward fire blast
body slam
knock out static
static
hit by lamps
rear up and slam with two front feet
die animation
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