My character now has jump animations. There are three animations that contribute to this jump effect total. There is an initial jump takeoff, which is hard to see at first glance, but it is there. It will take some more testing to get the transition time right. It took a bit of finagling with the speed of the animation and the transition time to get it visible. In most games, jumping is instantaneous. In others it is not, and there is an initial takeoff animation, which delays the time to jump after the key is pressed. This was difficult because I was trying to achieve the best of both effects, an instantaneous jump with a takeoff animation. Next, is the somersault/hover animation. This can be any animation that evokes free-fall or jumping in the air. For now, I chose to do a somersault. Lastly, is the landing animation, which is only the soft landing at the moment. I wish to expand this to three different types of landing: soft, hard, and rolling. The soft landing animation will play when the distance the character is falling is not too high. When the character falls from higher up, the hard landing animation will play. Finally, if the player presses the Ctrl key before impact, the rolling animation will play.
Aiming is being corrected with Unity IK. I added to my IK solving script, which now controls the right hand. When the left mouse button is clicked, the character raises his rifle to aim directly in front of him. I plan to add to this my making the mouse control the rotation of the character's spine bone. I will also set up a blend tree for aiming up and down, and animations for turning left and right.
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