Programming Animations.


Updates to our models and animations today! 

If you've been following our dev progress, you'll remember our original blue-haired Callie. She came to us from Mixamo as a placeholder, but now that the REAL Callie is ready, she has been retired for our final model design from our Art and Animation team!

The Blue Callie had a few more animation states. In our original concept, Blue Callie was slightly more active. The story had been planned to be a little more action-based and aggressive (which we tested with animations from Mixamo), but as the story evolved, her character was tuned to be a lot more timid and she was stripped of her aggressive firepower.

Here are some screencaps of the process - I'm working on the animation controllers for idle and walking Callie, both with and without her trusty flashlight. Here, I've created two animation states (Idle and Walking, I removed the Dash, JumpCrouch, Sneak, and Fire). This tracks the player's state based on the input.

I am also testing out different scales of Callie. We had some issues with the "new" Callie's voluminous hair blocking too much of the camera. Here, we figured out that a 75% Callie did the trick.

With the updated animations from our Animation team, and after smoothing out some issues with rigging in Unity (requiring a call between Rigging, Art, Animation, and Dev), new Callie is up and running walking.

Get House

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