Just my abandoned blog

How I created an avatar – model and animations.

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SLIDE: platformer has been in development on and off for a year now. Yet, you still control an orange ball of a main hero. A proper player representation – an avatar – has been loooong time overdue.

For some time I’ve been hoping for a proper 3d artist/animator to show up, with his shining armor and a white horse, he would surely deliver awesome avatar. But it looks like I’m not really worthy of hero-modellers’ attention, or no one really heard my telepathic cries for help.

So I had to actually do something myself. Well, apart from procrastination.

That’s the first time anyone can see new avatar. Yeah, it’s still small. But it’s not a ball anymore!

Yeah, but what exactly should I do?

Well, there are several criteria for my game’s main hero:

It automatically means no humans, humanoids, animals and robots. Nothing with limbs, facial expressions and such.

So I had the options:

Vehicles did not turn me on, I could not imagine abstract-shaped animals, so slimy-ooze it was.

This is the first draft of what I thought my slime-dude could look like.

Side note: I’ve been thinking about avatar long before I had the visual style, and among other things I considered:

 

Anyway, making slime-thing seemed pretty simple. I mean it’s pretty easy to model something like this, but how do I go about animating it?

This is the way slime-dude’s model looks like now up close. It’s almost as cool and detailed as Drake from Uncharted 4 =)

I mean, I know the basics of the technology and process involved in rigging characters with bones – you make a mesh, create a skeleton, assign bones to vertices of the mesh so that when you move bones the model deforms and you are ready to animate. Even I could do it. I can’t do it well, but if I were to make a stickman waving a hand, you’d understand that it’s waving a hand, not taking a piss. At least that’s a starting point to get better from.

But how do I create a skeleton for something that should become any shape? Experiments with bones yielded nothing relatively resembling what I hoped to achieve, leaving me severely demoralized.

As a last resort I had to ask google for an advice (to think of it, maybe that’s where I should have started 😀 ) – and it helped. Turns out Unity supports blendshapes (since version 4.3). Basically it allows to have direct control over each individual vertex’ position. I can transform my mesh into anything I want as long as the polycount does not change.

It works like this:

This is how animating looks in Unity. Really simple – for simple animations, like mine.

To think of it, it is essentially identical to any keyframe animation. the difference is that I have to manually model those keyframe-poses once, and then I can transform my avatar into them.

The clear upside of this approach is the level of control – if I want to, I can transform a ball into a house and then into a car and then into an octopus and so on.

On the other hand this control is achieved by manually moving each and every vertex to a “correct” position.  Which is OK in my case – my avatar is pretty minimalistic – but it can easily become too damn gigantic amount of tedious work to pull it off.

All the poses I could come up with. I use them as keyframes to animate the slime-dude. Some of them look weird, right?

So here we are, above are the poses I’ve got so far, and those are enough to make basic running, jumping, sliding, standing, yawning, squishing, stretching, attaching, pushing the wall, birth and win animations – of course they need a lot of work but at least I have something to improve now.  Except for the death animation, but I suspect I would have to do it somewhat different.

By the way, if you are a ninja-animator with mad skills (or at least if you know stuff) I’d be really grateful if you were to share how you would approach animating such kind of character.

BTW, SLIDE: platformer needs your help to pass the Greenlight process, so hit this link and leave a vote. Thanks! =)

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