Game Development Reference
In-Depth Information
Since this is an in-game animation, it's best to exaggerate the movements slightly at the
beginning. If they look “over the top” from the game camera, you can easily reduce the
exaggeration using the Graph Editor.
Scene Preparation
We will start by preparing the scene, getting it ready for animation.
1. Open the Kila_Final.mb file. (You don't need to use the Rest Pose file here be-
cause the walk cycle will not begin or end in it.)
Make sure you have a key set on frame -1, storing the file's base pose. Do this by
selecting each character set (Character > Select Character Set Node), then right-
clicking in the Channel Box and selecting Key All.
Note
Depending on how your game engine handles animation data, you may or
may not need to store this base pose. When the character animation is ex-
ported, you may need the skeleton to be keyed in this bind pose at the be-
ginning of each animation. It's best to discuss this with your team's tech-
nical artist or lead programmer to be sure.
2. Go to Window > Settings/Preferences > Preferences and, as shown in Figure
16.11 , select Keys in the Categories list.
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