Game Development Reference
In-Depth Information
You will do one walk cycle: the motion of two strides in the walk animation. This will
be looped by the game engine when the zombie walks around. The timing for this motion
will be slow, as you will use this for a patrolling zombie—that is, a zombie that wanders
around when it is not actively pursuing prey. Where the idle consisted of five key poses,
the walk will be made with three key poses and a series of inbetweens to make sure the
limbs are moving in proper arcs. This motion will give you the opportunity to practice
further with the copy/paste pose buttons located in the 3D viewport's Header bar.
1. Continue using your own file from the last section or open Ch08_Zombie_Idle_
Finished.blend at the topic's web page to begin creating your walk animation.
2. Go to frame 241 on the Timeline. Type 332 in the End field of the Timeline and 242 in
the Start field. This will put you on a new section of the Timeline so you can test your
animation without showing the idle.
3. Press Numpad 3 to go into Side view and then pose the zombie as shown in the first
pose in Figure 8.20. As with the idle animation, make sure the arms and other relaxed
parts of the body fall into gravity. Also look at the zombie from the Front (Numpad 1)
and Top (Numpad 7) views to make sure all body parts are where they should be.
4. Press I to add a LocRotScale keyframe on this animation frame. The frames between
240 and 242 act as a buffer so the idle animation can end properly and the walk ani-
mation can begin. You will leave two frames in between all your animations so you
can tell Unity precisely where each begins and ends (Figure 8.21).
Figure 8.21
Adding the first
walk keyframe
with one frame in
between anima-
tions as a buffer
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