At the moment my framework seems to be based around reactions that are missing in GTA 4 as thats the only game i've really looked at and the small amount of body language study i've done so my suggestion for a reaction had some sort of validity. This doesn't seem right and its made me think i should probably try and collect a bit more data. My notes from today list a few things i feel i need to do or think might be useful to add to my framework.
- More Game research. I need a larger volume so i can see if any reactions are consistently missing or wrong.
- I NEED to look up the technical restraints currently experienced by game animators.
- Considering comparing recordings of game animation against the principles of animation to see if there's any that they tend to leave out which might be shattering the suspension of disbelief
- Look up Suspension of Disbelief as a theory in more detail
- Re-read Robin Sloan's journal with my new project in mind.
- Look at more body language as required for my tests.
- Animate reactions i think aren't done well enough with any knowledge i can draw upon (hopefully as i gain more information on the topic it should influence how i go about animating reactions)
First Test Animation
As i mentioned in my previous post I've based this test on the reaction that could be given to having a gun aimed at them. This is meant to demonstrate the one NPC's use of defensive body language and awareness of the direction the gun is coming from and then the other NPC reacting to the firsts reaction, then reacting to the gun them self. Originally when planning i decided to have three characters in the scene but i realised that there was no need for a third character at all so removed one.
The rig i'm using for my tests is the Moom Rig version 1.8. I downloaded it from creativecrash.com and having used the rig before i thought it was better to work with one that i was comfortable animating with rather than creating my own.
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