Wednesday (the 3rd) was a pretty productive day! I managed to finish up the ledge bounce fix, make that big progress report blog post, and then do these three crouching animations: CrouchStart, CrouchLoop, and CrouchStop.
Yesterday I got crouching imported and functioning smoothly in the game, which took longer than I expected. I also started on the PlatformDrop animation, which I just now finished today.
PlatformDrop was a harder animation than I thought it would be, and you can see in the gfy that it’s a bit more jittery than any of my other animations. The reason for that is it’s very difficult to make the root bone do a perfect circle around a point unless you mess around with some of the constraints. Unfortunately, I’m pretty sure that if I used any constraints it would mess up the rest of my animations, so this one I had to do manually. At full speed it’s not that noticeable, and I’m hoping that in-game the platform will sort of mask some of the jitter.
Next up is getting platforms in the game. A friend of mine has a little experience with Unreal Engine, and he said that getting platforms to work was a huge pain. Hopefully that won’t be my experience too, I mean surely platforms are pretty well documented online? We’ll see, I guess. Gotta make them sooner or later.
I’m getting closer and closer to making attacks, which will be a really big milestone. Only 3 or 4 animations to go before I start making the attacks! I already have hitboxes pretty much set up, so it should be a breeze getting them in the game and working.