Game Development Reference
In-Depth Information
Figure 8.23
Zombie chase
thumbnails and
inbetween chart
332
336
338
344
349
Reverse of
332
332
338
349
336
344
The timing of this motion will be faster than the previous two motions since the
zombie will be chasing the player. Despite this, the zombie will not be running since you
are utilizing a slow zombie. Now that you've animated two previous animations, you
should be fairly proficient at posing and adding keyframes for each important part of the
Timeline.
1. Continue using your own file from the last section or open Ch08_Zombie_Walk_
Finished.blend at the topic's web page to begin creating your chase animation.
2. Go to frame 332. Change the End frame to 385 and the Start frame to 334. As in the
previous section, doing so will help isolate the new animation so you can preview it.
3. Press Numpad 3 to go into the Side view. Pose the zombie so it matches the first
thumbnail in Figure 8.23. Since the zombie is reaching for the player, you will want
to make it look like it is straining—pose limbs in extremes. Also, rotate the fingers a
bit so they have a clawlike pose. Add a LocRotScale keyframe for all bones.
4. Copy the pose for all the bones and paste it onto frame 385. Paste the opposite pose
to frame 360.
5. Move to frame 340. Pose the zombie to match the thumbnail in Figure 8.23. Paste the
opposite of this pose to frame 367. Add LocRotScale keyframes for each of these.
6. Add the passing pose at 343. Paste its opposite to frame 369. Make sure you add
LocRotScale keyframes for each of these.
7. Create the next inbetween at frame 352. This frame should be the beginning of the
zombie's clasp for the player. If you put the beginning of the clasp at this frame and
the end at the keyframe, the zombie will appear to be reaching realistically. Copy the
opposite of this frame to frame 378.
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