Something I've noticed from producing this table is that i seem to have a number of different Idle cycles needed so that the NPC doesn't just lose all of the emotion at the end of the individual action. For example if you got into a fight you wouldn't just punch them and return to standing normally, you'd have a fight stance or if you were threatened you'd remain in an aggressive stance.
This would mean on top of a regular Idle cycle you'd need a defensive, aggressive, fighting and hurt Idle cycle. I remember seeing that GTA 4 has a hurt idle cycle and i remember them having a fighting idle which means some of these have been considered before. Adding in the other two would possibly help to solve the issue with gun aiming not having much of an affect on the NPC performance?
Useful Links
Creating an animation loop with motion capture and motion builder
Step by step clean up of motion capture
I've adjusted the inappropriate interaction to just invading the personal space of someone which you'd have to do if you were trying to put a bucket on someones head anyway.
I've also added a couple of collumns to the chart, props needed and scale. Mainly for my reference so i know what's needed.
Here's the chart...
Tomorrow i plan on doing some proper timing to clean that up a little and any of the motions i think need to be planned out a little more carefully so i know how to direct the movement on Monday.
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