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Body movements
e.g. Breathing, shivering
Involuntary actions
Avoidance of 'unnatural' actions, e.g.
arms or legs twisting in abnormal
ways
Facial animation
Focus on realistic animation
Slight adjustments to position such
as breathing, twitches, reflexes, e.t.c.
Slight details
Player character will have higher
quality and larger variety of
animations
NPCs may reuse assets
Designed to be applied as individuals
HUMANOID
May be designed to be used in bulk,
for a large number of NPCs
Hostile animals will have more active
animations, including 'idle' animations
Often based on observation of real
animals
ANIMAL
"Goofy" or otherwise unrealistic
animations
Body parts of the model may not be
necessarily based in reality, or have
realistic behaviours or proportions
Focus on smoother animations, and
expressive movement
CARTOONY / STYLISED
Animations will be created based on
the design of the NPC
Can be inspired by movement of
particular animals, such as molluscs,
insects, arachnids, and reptiles
ALIEN
CHARACTER ANIMATION
Hands should remain in view of the
screen in most situations in which
actions occur
For example, pressing a button or
pulling a lever
When performing an 'action' the hands
of the player character should always
be (or appear to be) directly
interacting with a subject
HANDS
In such cases, the object(s) should
be directly shown to be held by the
character
Sometimes, objects may be an
attached part of the player character's
animations
Animations should be dynamic
between the hands and the object
Held objects should be kept away
from the centre of the screen, unless
in use
OBJECTS
If both hands are holding a single
object, such as a sword, both hands
should be kept relatively close to the
same edges of the screen
Hands should be on the lower part of
the screen, clearly visible from the
wrist upwards
Many games place the viewer's point
of view in the chest area of the
character, rather than the head, to
keep the POV with the hands
POINT OF VIEW
FIRST PERSON ANIMATION
Mostly extends into lighting, and
changes of colour
Very low level of animation
Other forms of animated electronic
objects will be based on particles
ELECTRONIC
Wide variety of object styles and
purposes
Can include spinning animations such
as pivots and gears, or sliding
animations such as levers and cranes
Animations will be smooth (apart from
smaller details such as movement
deviation, and slight movements from
different parts of the object)
INDUSTRIAL
PROP / IDLE OBJECT ANIMATION
Movement of wheels
e.g. Movement of car doors
Individual animations for independent
parts that move
e.g. slight shaking caused by engine,
movement of chassis on the
hydraulics
Involuntary movements
CARRIAGE VEHICLES
Movement of body due to exterior
forces
Movement handling the vehicle
Animations required for the driver
Often lighter, smaller vehicles
EXPOSED DRIVER VEHICLES
Speeds up over time - movement
faster than eye can differentiate at
certain speed
Propeller type aerial vehicles have
constant movement
Parts that exit/enter the body of the
vehicle, such as landing gear
Parts that open/close
AERIAL VEHICLES
VEHICLE ANIMATION
IDEAS GENERATION - 3D
ANIMATION
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