Holy Shit!

Posted On Friday, May 1st, 2009 By Jay

Zombie flu in London.  End of line.

Visceral Combat – Animation Guidelines

Posted On Friday, May 1st, 2009 By Jay

Great combat in a game is broken into many disparate elements.  For the visceral combat line of posts, we’re going to focus on responsive combat.  Good combat design breaks down any moment to a series of events.  Each event is driven by a rule.  Once you have your set of rules, you get to play the Lego bricks game of building combat moves and characters.  Let’s talk about animation
Animation Guidelines
Just like any sport, motion and controlling that motion makes or breaks an animation.  Weight control, pose, follow apply to the worlds greatest athletes and also to video game avatars.  For combat, I like to break my combat animation into 3 parts: Start – Impact – End.
Start
The start animation is the character build up.  For WoW, this happens to be the casting animation, for most brawlers this is a low frame count section where the character blends from idle to the initial pose.
IRL, bring your hand over your head and make a fist.  You’ve just completed a start animation.
Impact
Impact is my favorite part of the combat animation sequence.  It mostly deals with the targets reaction, so we’ll deal with that later.  For our purposes, the impact section is the meat that Continue Reading

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