Game Development Reference
In-Depth Information
5. With all the bones still selected, click the Copy Pose button in the 3D viewport
Header bar (Figure 8.22). Move to frame 287 and click the Paste Mirrored Pose but-
ton, which is the rightmost button of the three, to create the pose opposite the one on
frame 242. Press I to create a LocRotScale keyframe here.
6. Move to frame 332 and use the Paste Pose button (the middle button among the three
copy/paste pose buttons) to create a duplicate of frame 242. Press I to create another
LocRotScale keyframe here. Save your work, and then play your animation.
Figure 8.22
The Copy/Paste/
Paste Mirrored Pose
buttons
Fleshing Out the Walk with Inbetweens
When you play the animation, it will appear as though the zombie is shuffling its feet
between keyframes. Let's fix that by adding inbetweens:
1. Move to frame 265. This is where you will create the passing pose for the walk.
The passing pose is the pose at which the two legs of a bipedal character pass by
one another. Pose the zombie as shown in the thumbnail in Figure 8.20. Add a
LocRotScale frame to all the bones.
2. Copy the pose for all bones on this frame and paste its mirrored version to frame 310.
Add a LocRotScale frame here as well.
3. At this point the zombie's arms may look a little stiff. Also, the feet are not animating
very much. You can further smooth this out by adding further inbetweens, as shown
in Figure 8.20. Add these poses as you have been in previous steps and play the ani-
mation to watch for smoothness.
4. When you are finished, save your file or look at Ch08_Zombie_Walk_Finished.blend at
the topic's web page to see what your walk should look like.
You've now created a zombie walk for your character. In the next section you will ani-
mate the movement the zombie uses when it finds the player and chases after him or her.
Creating a Chase Animation
You are in an abandoned city. All is quiet. You diligently take each step as if your very
life depended on it…it does. Your jangled nerves make it easy for a dark shadow to startle
you. As you back away your foot kicks an old can across the concrete, blowing any hope
of stealth. The horrific moans of hundreds of zombies signal that you have been found
and that they will be upon you any second…
Situations like this arise in many games, and for this reason you need to create an
especially creepy animation for when your zombie is chasing the player. Your previously
skulking zombie should spring to life at the sight of new prey, thrashing and biting as it
approaches (Figure 8.23).
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