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Features

Animating
the Run Cycle
Recently
I gave a lecture at the GDC in San Jose and had several people tell me
that it was very helpful for them. So I refined the notes I created for
that particular lecture to share this information with the rest of the
gaming community who may want to know more about the animation end of
things.
Now, I don't
claim to know it all, but I can tell you what I have learned over the
years. Hopefully, some of my tricks and techniques will help to keep your
producers loving your work and keep your projects on schedule.
Part
1 – Know Your Limits
There are
many things to consider when you begin to take on the task of animating
for a real-time 3D video game. The most important is to know your limitations
defined by the game engine.
By limitations,
I mean how many polygons can the character be, and how many frames can
the animation be as well as other issues defined by the engine. Before
beginning the animation you should sit down with the lead programmer and
discuss what limitations you will have to deal with. This will help you
plan your animation and what tools you will be using, give you some insight
as to what you can and cannot do when animating, and it will save you
time and energy if both you and the programmer are in sync.
Early on
in the project it is important to determine what software you will be
using as well as what tools can be utilized.
An example
of some questions that should be addressed:
- Are feet
sliding an issue or will the feet slide as in "Quake"?
- Can you
make use of IK or bones and will the engine read this data?
- Will
the characters be segmented or single-skin?
- How many
frames do I have to animate this character?
- What
is the final format that the game engine will read in?
- Are we
going to make use of MOCAP?
Once you
know your limitations and tools you can begin to animate the run given
the parameters you have to work with.
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