first person weapon animations are full-body, we then procedurally copy over the legs from the...

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Page 1: First Person weapon animations are full-body, we then procedurally copy over the legs from the locomotion to give a combination of sensible legs & rock-solid
Page 2: First Person weapon animations are full-body, we then procedurally copy over the legs from the locomotion to give a combination of sensible legs & rock-solid

First Person weapon animations are full-body, we then procedurally copy over the legs from the locomotion to give a combination of sensible legs & rock-solid first person arms (see next page for vids of this).

The first person view is built up of the following layers:

Base Pose

Vertical Tilt = Additive tilt anim

Horizontal Tilt = Additive tilt anim

Land = Additive bump on land anim

Run = Additive run noise

Idle = Additive stationary noise

The Base Pose is a complete full-body pose.

Example states for the current SCAR setup:

Stand_Shoulder

Crouch_Shoulder

Stand_Iron

Crouch_Iron

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Page 3: First Person weapon animations are full-body, we then procedurally copy over the legs from the locomotion to give a combination of sensible legs & rock-solid

- Export all animations from the root Bip_01

- FP animations can translate the torso around, it will stretch away from the legs

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Page 4: First Person weapon animations are full-body, we then procedurally copy over the legs from the locomotion to give a combination of sensible legs & rock-solid

1st and 3rd person animations

Blue = pure FP animations

Black = pure TP animations

Transformation pinning enabled

Blue = FP animations with TP legs

Black = pure TP animations

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