Our Properties: Gamasutra GameCareerGuide IndieGames Indie Royale GDC IGF Game Developer Magazine GAO
My Message close
Contents
Animating the Run Cycle
 
 
Printer-Friendly VersionPrinter-Friendly Version
 
Latest News
spacer View All spacer
 
February 10, 2012
 
Analyst questions validity of unusual January NPD results [3]
 
DICE 2012: Blizzard's Pearce on World Of Warcraft's launch hangover
 
DICE 2012: Insomniac's Price on Quality Of Life, ditching the 'Loser' badge [1]
spacer
Latest Jobs
spacer View All     Post a Job     RSS spacer
 
February 10, 2012
 
Airtight Games
Art Director
 
Telltale Games
Core Technology - Senior Systems Engineer
 
High 5 Games
Technical Artist
 
XEOPlay Inc
Game Developer (Mobile)
 
Kabam
Lead Software Engineer - Flash
 
Kabam
Lead Software Engineer-Ruby
spacer
Latest Features
spacer View All spacer
 
February 10, 2012
 
arrow Principles of an Indie Game Bottom Feeder [16]
 
arrow Postmortem: CyberConnect 2's Solatorobo: Red the Hunter [1]
 
arrow Jerked Around by the Magic Circle - Clearing the Air Ten Years Later [39]
 
arrow Building the World of Reckoning [4]
 
arrow SPONSORED FEATURE: TwitchTV - How to Build Community Around Your Game in 2012 [13]
 
arrow Happy Action, Happy Developer: Tim Schafer on Reimagining Double Fine [9]
 
arrow Building an iOS Hit: Phase 1 [11]
 
arrow Postmortem: Appy Entertainment's SpellCraft School of Magic [5]
spacer
Latest Blogs
spacer View All     Post     RSS spacer
 
February 10, 2012
 
Audio Passes: Success Through Layering
 
What the current RPG can learn from Diablo 1
 
Double Fine's Kickstarter Windfall: Will Patronage Supplant Traditional Game Publishing? [5]
 
The Principles of Game Monetization
 
Did DoubleFine Just break the publishing model for good? [11]
spacer
About
spacer Editor-In-Chief/News Director:
Kris Graft
Features Director:
Christian Nutt
Senior Contributing Editor:
Brandon Sheffield
News Editors:
Frank Cifaldi, Tom Curtis, Mike Rose, Eric Caoili, Kris Graft
Editors-At-Large:
Leigh Alexander, Chris Morris
Advertising:
Jennifer Sulik
Recruitment:
Gina Gross
 
Feature Submissions
 
Comment Guidelines
Sponsor
Features
  Animating the Run Cycle
by Jason Zirpolo [Visual Art]
Post A Comment Share on Twitter Share on Facebook RSS
 
 
June 18, 1999 Article Start Page 1 of 6 Next
 

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.

 
Article Start Page 1 of 6 Next
 
Comments


none
 
Comment:
 




UBM Techweb
Game Network
Game Developers Conference | GDC Europe | GDC Online | GDC China | Gamasutra | Game Developer Magazine | Game Advertising Online
Game Career Guide | Independent Games Festival | Indie Royale | IndieGames

Other UBM TechWeb Networks
Business Technology | Business Technology Events | Telecommunications & Communications Providers

Privacy Policy | Terms of Service | Contact Us | Copyright © UBM TechWeb, All Rights Reserved.