Portobelly Production Journal #28

26/02/2019

As my aim for this week is to refine Belly’s ability today I decided to finish Belly’s rolling animation.

Fig 1 - When rolling Belly skips a frame of animation

Fig 2 - Graph editor for the broken roll animation

During Belly’s rolling animation Belly slightly snaps to a new rotation due to a few of the frames of animation skipping when the animation loops. This causes the smooth roll animation to be interrupted. This is a problem because it prevents the animation from looping perfectly.

Fig 3 - Belly rolling smoothly

Fig 4 - Graph editor for the fixed roll animation

To solve the rolling animation issue I made the animation start and finish at 360 degrees so that the animation would perfectly loop when the animation is played. As you can see above this worked as planned and now loops smoothly.

Fig 5 - Syncing the roll to the speed of Belly’s movement

The next step in finishing the roll animation was to sync the roll speed with the of the players movement. If the roll was not synchronised with the speed of the player, Belly would look like it was moving across a surface with little friction and wouldn’t sell the effect of rolling. I achieved this by tweaking the play rate of the animation until it was in sync with the players movement.

When the player has passed the cave section of the map I wanted the player to have something to follow so that they have an incentive to leave the cave and move onto the next area. To fulfil this need I used one of the villager mushrooms that would use the retreat task to run away.

Fig 6 - Female mushroom before painting skin weights

Fig 7 - Female mushroom with finished skin weights

Before creating the AI of this character I wanted to rig the character so that I could apply a walk and idle animation to the character. I created the rig so that it can hopefully be used for the other villager. This would save me a lot of time when it comes to rigging the other mushroom. When I was painting weights for this mushroom I had to allow the legs to have influence over the grass skirt so that when the mushroom moved it’s legs the skirt would move with the legs.

Fig 8 - Female mushroom idle animation

Fig 9 - Female mushroom walk animation

The walk and idle animations are fairly basic as this enemy will only be used in a few areas of the game. Also this character is really small on the screen so that a lot of the details of the animation can’t be seen in detail.

Fig 10 - Female mushroom using a 1D blend space

Above shows the animations applied to the a 1D blend space. This blend space is attached to the player and the players velocity decides where on the blend space should be played.

 

Figures List

  1. Rees, O (2019). When rolling Belly skips a frame of animation. [offline]. [Accessed 02/03/2019].

  2. Rees, O (2019). Graph editor for the broken roll animation. [offline]. [Accessed 02/03/2019].

  3. Rees, O (2019). Belly rolling smoothly. [offline]. [Accessed 02/03/2019].

  4. Rees, O (2019). Graph editor for the fixed roll animation. [offline]. [Accessed 02/03/2019].

  5. Rees, O (2019). Syncing the roll to the speed of Belly’s movement. [offline]. [Accessed 02/03/2019].

  6. Rees, O (2019). Female mushroom before painting skin weights. [offline]. [Accessed 02/03/2019].

  7. Rees, O (2019). Female mushroom with finished skin weights. [offline]. [Accessed 02/03/2019].

  8. Rees, O (2019). Female mushroom idle animation. [offline]. [Accessed 02/03/2019].

  9. Rees, O (2019). Female mushroom walk animation. [offline]. [Accessed 02/03/2019].

  10. Rees, O (2019). Female mushroom using a 1D blend space. [offline]. [Accessed 02/03/2019].