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Golem Animation Controller Test

Writer's picture: Adam HouseAdam House

Type: Practise Project.

Genre: NA.

Engine: Unity.

Released: 15th June.


This project is a simple alternative to the Humanoid Animation project I did last month, but still, good practice to get a hang of the Animation Controller so I can better utilize its visual programming in my future games I build in Unity Engine. Unlike the previous project, I tested with a golem without moving it forwards or backwards. Instead, I am trying to execute smooth animations transitions with its attacks and skills in its Animation Controller


Not many newer things I learned from this practice project, but at least the familiarity with the transitions to me is much more straightforward than before, that way I know what I’m doing much better and have fewer struggles with the Animation controller.


I did not make these 3d assets or animations, they were given to me by AwesomeTuts to experiment on.


WHAT I LEARNED:

· Some animations are a complete collection of individual animations like walk, run, attack, sleep, etc in one whole animation that you can cut out and make separate animation clips to make animation transitions and editing easier. Some Animators even give you a list of which in between keyframes the character's animations to cut out.

· A simple addforce in velocity and one animation clip to make the Golem jump.

· Use about 2 or 1 animation bool on each state “true” or” false” to make sure the animations go in the right transition and no get stuck on one causing the character to be unplayable.

· Detecting whether being grounded or not when the golem lands on the ground with a collision instead of a raycast.

· Using an array to check if Golem along with the collision to detect ground while checking it to be grounded.


WHAT I COULD DO BETTER:

· I could have got the sleep animation bool on any state or planned it in advance as I did for walk, attack, and idle rather than adding it at the last min before I finished the project.


OVERALL:

It was an excellent overall 2nd exercise for Animation control, when the time is right, I will be doing more advanced animation control like blend trees and responsiveness of animations which will be useful for making characters in action and fighting games. I must learn more about Animation control for my future games to make my original characters look and feel alive.



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