![]() ![]() other way.Įach monster has a number of required animations. So the majority of our normal monsters will be animated the. ![]() However, there is a "gotcha." Animating with bones prevents us from having random parts or many duplicates parts. So I done endorsing and using 3rd party tools- it is far more likely that we will build our own animation tools at some point in the future.Īnimating with bones is way nicer than the way we had animated many of our previous monsters. but they introduced a "runtime fee" that is very similar to what Unity did a month ago. We had backed the original version of Spine and have a ton of licenses. It provides the most security that the animations will be future proof. After exploring a lot of options for animation tools, we decided to animate straight in Unity for this project. The monster is finally ready to be animated. We used to use separate files for the monster portraits, but now we are able to use things like the camera focus box above! Animation Time! You have no idea how hard it is to hold in the potty humor on this monster.) Essential things like the monster's shadow (which determines where they stand), their hit box, where their name goes, where projectiles fire from, where your spells and projectiles will hit the monster, and more are put into a structure that is roughly the same for every monster. The monster needs to be setup with all of his invisible parts. So this feature will allow us to do some really cool things with monsters in Infinity. Back in Flash, we did not have ANYTHING like this. This will later allow the animator to add effects like breathing and other subtle movements. Then the mesh (all those little white triangles) are weighted in a way that tells the animator how strongly each bone effects the art around it. "The Front Upper Leg Bone is connected to the. we are going to animate him with bones! Bones It contains every part of the monster.īecause this guy is a big boss monster, we are going to do something special with him. The type of monster determines how which method we will use.Ĭolonicus is a boss monster and was arranged manually in Photoshop. Currently we are using every method mentioned above, LOL. they still need more work and will have to wait until combat is finished. While we have this and some animation exporter scripts working. We also built some special scripts to import all of these files into Unity. ![]() Sure, there needs to be a lot of prep work for it to work, but this is pretty amazing! "Part"-ing is such sweet sorrow but the end result is pretty great! Here is what the Zardman looks like when the script is run on it. SUPER IMPORTANT if we ever want to convert a large number of monsters who share roughly the same animation. Spider created a script that can tear apart a monster and build little text files containing the pivot information. Also, there is no way to match up parts of monsters that have the same animation, but have different sized parts. But the problem of doing it manually is we have to go back in and reset all of the pivot points. This just means the image size is one of these sizes.ĭoes not matter if we use Photoshop, Flash, or just put the parts into Unity and have it's sprite atlas builder do it for us. We stick the pieces in a sprite sheet that is the "the power of 2". Fortunately, our friend Colonicus here was a pretty simple one to rip apart. Just breaking apart one of these things requires a surprising amount of skill. Animated parts contain other animated parts which sometimes contain other animated parts. The first thing you will discover poking around our monsters is that they are consistently inconsistent. So the first thing we do is go in there and grab all of the pieces! Haha! It was a trap. actually it is called Adobe Animate NowĪll of the monsters, npcs, weapons, armors, pets, maps, sporks, etc for the original AdventureQuest Worlds were all hand drawn and animated in Flash. Here is how we are rebuilding him and the other monsters. Here, you see him gloriously re-animated in the new cross-platform version of the game: AdventureQuest Worlds: Infinity (Wishlist on Steam!) He was a boss at the END of the of the 7 Deadly Dragon's "Gluttony" storyline. You may remember (or still be traumatized from) fighting Colonicus. We'll cure his IBS (involuntary bowel syncopation) before the monster goes live. (But maybe we should not try not to eat it.) How about we rip it out like that bad guy from the Indiana Jones movie and take a good look at it. Monster making madness has always been at the dark heart of video games. How to make a monster? Sugar Spice, and everything SLICE. ![]()
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