Game Development Reference
In-Depth Information
Note
We use the same values on both sides so that Kila's walk is even. If one
side moved more than the other, she might have a limp or some other un-
natural movement. In some parts of the game this will be what you want;
for instance, when she is injured.
4. With all the main keys applied, go into the Graph Editor. Flatten the tangents on
the new keys, but leave the first and last ones Linear. As you can see in Figure
16.28 , you can work on all three attributes at once.
FIGURE 16.28 Animate the spine's Rotate Y attributes, then flatten the two central tan-
gents.
Kila's torso will now twist slightly as she walks.
Tohelpshowtheweightbehindeachstep,wecanuseboththeZandXrotationstodipand
tilt the upper body. As each foot plants on the ground, the hip tilts away from it; this also
causesthebodytotilt.Gravityandmomentumthenmaketheweightofherupperbodydip
slightly before catching up with the rest of the body.
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