I then went on to animate key cycles and the transition between and from those cycles.
This included :
Run, idle to run, stop left foot, stop right foot, strafe left, idle to strafe left, strafe right, idle to strafe right, rotate left, rotate right.
I soon found out that my blend shapes will not work as an FBX file and as you may see from the rig, there is no jaw bone. This meant that the mouth and facial expression would stay the same thought the game. This was not to much of a problem however as you’ll be controlling the character from the back.
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