Animations are ruthless (G blog 3)
Blind Spot » Devlog
This week i had the very precise task of setting up some of the animations we have for the player. With the player not having the default mannequin skeleton it made the process a bit more complicated. The animations couldn't just be pulled from Gab and placed onto our character.
With all these issues arising from the fact that I had a skeleton made from Mixamo and not the default one. I had struggled with the blend per bone on the anim graph but finally figured out that because of the bone structure, I couldn't do it that way. I finally found a work around getting custom animations for my specific skeleton. This is probably gonna change in the future for better animations but for now we have one that works.
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Blind Spot
Status | In development |
Author | LilacByte |
Genre | Action |
Tags | 3D, Fantasy, Singleplayer, Stealth, Third Person |
More posts
- First Upload8 hours ago
- AI Patrols(J Blog 4)1 day ago
- Weapon Implementation (R Blog 3)1 day ago
- Literally Unplayable (R Blog 2)7 days ago
- The Design Document Arc (J Blog 2)7 days ago
- Working from behind(G Blog 2)7 days ago
- Problems With Revision Control (R Blog 1)14 days ago
- Big Start (G Blog 1)14 days ago
- The Setup (J Blog 1)14 days ago