Today Tim and I continued our struggle to find a suitable program to use to animate our game characters. After trying so long to find a 2D animation program that would allow for easy implementation with Unity, unsuccessfully, we decided to go back to one of our original ideas which was to use Maya, and create our 2D animations using a 3D workspace. Realising this method may have slight disadvantages such as a slightly unrefined look due to separated limbs, we went in search for examples and stumbled across THIS VIDEO. After watching this glorious video that depicted exactly what we wanted to do to create our animations we decided that Maya would be perfect.
Having finally found a suitable program to create our animations with, and given the need for separate limbs, we asked Lewis to create the assets we would need, and provided him with this list, which includes another list of extra animation points that would be useful for attaching accessories to the characters without having to completely redo animations.
I believe using this technique will prove far more efficient for creating our animations than anything else, and if the rig can be loaded into unity, it would allow for greater variety of animations through the ability to play two different sequences simultaneously. This would also decrease the workload and file size used by saved animation sequences.
With this new revelation Tim and i were able to write up our section of the GDD:
With this new revelation Tim and i were able to write up our section of the GDD:
"Animation for this game will be implemented through the Unity Engine and created through Autodesk Maya. The animation for this game will be using a 2D Skeletal System on 3D Models because of the camera angle doesn’t require the use of a 3D Skeletal System. The animation for the game will encapsulate the style found in games like Plants vs. Zombies with the animation being very loose and comical."
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