GDW Update
Well, it's been a busy couple of weeks and I haven't had the time to blog about our GDW progress, but better late then never. I rigged our main character a 2 weeks ago, before our rigging tutorial in animation.
I actually rigged the character with a skeleton from scratch, instead of using a pre-made skeleton rig. I set each joint individually and then made the root node joint right at the hips. I implemented inverse kinematics (IK) on the legs and arms, and then spent a good chunk of time properly painting the weights for the influences. I was looking for a robotic motion in animation, so there was a sharp drop off in influences from each joint. They were very strong right around the joints, but had lost a influence very quickly the farther you moved down the arm. After that, I animated a basic running animation with our main character.
I used the basic up and down motion based on where the feet were positioned, and added in head bobbing to further accentuate the movement. I was quite pleased with how it turned out, however I see myself tweaking the animation during next semester. We now just need to implement the running animation into our game, which should be done before Friday. Stay tuned!









