Game Development Reference
In-Depth Information
Tasks:
walk cycle
swim cycle
fly cycle, including takeoff and landing
unique movements to indicate a spell is being cast
if r e
i c e
s t u n
f e a r
s l e e p
The tasks and needs analysis is constantly being revised through all phases of
game production. More than one type of cycle might need to be created to allow
for random movements during gameplay to help keep things fresh. If the char-
acter casts spells, then some of those might be removed, added to, or revised.
An animation director's skills and abilities are firmly rooted in the basics of
knowing what animation is all about: squash and stretch, holds, cycles, frame
rates, and so on. During any production, the animation may require different
frame rates. And if the object being animated is created in 3D, the animation
director needs to work closely with the modelers to be sure the poly count used
to build the model will allow for the type of movement required.
Animation extends to the interface as well as technical animation. The inter-
face may need special effects to show buttons being pushed or menus creatively
swapping about.
Technical animation can include weather, the movement of foliage blowing
in the breeze, cycles showing water moving on a river, and other secondary
animations such as birds flying in the sky or rabbits bouncing about in the
background.
Because this person works on sorting out the tasks and needs for each item
to be animated, they tend to work closely with any animators on the team—just
as the art director works with artists—to mentor and make decisions about
reworking the animation if the initial attempt doesn't look or feel quite right.
the most common
3d models are cre-
ated with polygons.
Other models are
made using nUrBS,
which use Bézier
curves and provide
more mathematical
precision.
technical animation
is also called effects
animation .
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