After weeks of technical problems due to the 4.14 update, I finally wanted to finish the animations of the player avatar. I wanted to make all traversal feel good, since movement is the most important aspec of our game. I had to retarget animations from mixamo to the avatar skeleton, which was a difficult process. This is because standard 3DS max skeletons use collarbone joints and mixamo skeletons use shoulder joints. After a lot of iteration I finally got it right, I guess i created some funny bugs in the process.
Some Examples of animation-retargeting bugs.
Now that I could transfer mixamo animations, I needed to recreate or rework a lot them. Some animations didn’t loop or had root motion baked in, some i basically recreated from scratch. Then I started blending the animations together in the animation Blueprint. I wanted the transitions to feel very smooth, so that it would be a joy to control the player character.
Examples of animation blending.
Then I added some particle effects to some animations to make them feel better, like to the dash an the wallrun.
Examples of animations with particle effects.
We also weren’t happy with the level Tigo created for the playtest-class, because we thought it would be too difficult for new players. So I quickly created a new level for the playtest, with a built in tutorial. It is very straightforward, so that the new player isn’t confused about where he/she should go.
Screenshots of the Playtest-level.