Project 1: walk cycles showing personality
Walk cycles are important ... because to get around you either have to run or walk .. duh? Given a character personality, copy that walk cycle believably.
Project 2: redo the walk cycle with the character the instructor modeled and rigged, then make a run cycle with the same character. It became apparent rather quickly that while a good animator, he wasn't ready for modeling/rigging/weighting his own work.
Project 3: make an attack cycle for a creature that might live under ground and attack people or animals that might walk by.
Project 4: make an attack pose cycle for Frank, something like what you might see in a 3rd person shooter or action game.
Project 5: jump! When you tap the jump button, you want to see an instant result. So in game animation there's no anticipation for the jump.
Project 6: light attack before you make a heavy attack
Project 7: heavy attack that leads out of the light attack. This would happen in a game if I press the heavy attack button directly after the light attack ... stacking the commands one after the other.
Project 8: build a game rig on Frank, even though his geometry is messed up and when you try to animate him he becomes disfigured. :'(
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