Sunday, 29 March 2020

Enemies

After a lot of frustration and my complete detest of animation, I've managed to make some progress on in essence the only enemy required.

Because I have the models from the original with animations you would assume this process would be straightforwrd. It is not.
Every character model is created using an old method. Originally to make body parts blend better models / meshes (body parts) were individually attached to bones, which at the time works well enough. A good example of this is Mario from the Nintendo 64:

All those seems on Mario are individual body parts welded to specific bones and animated that way. So in relation to Silent Hill, these models follow suit. So when importing one of them, this happens:

This makes it really hard to translate this collection of body parts into a newer rigged model. Because some models have baked in animations I can find a frame which best represents a idle pose and go from there.
Here you can also see different body parts in different colours. This particular frame is the closest to a standard pose I can find. So from here I combine the model, but doing so removes any animations sadly.
Now I can edit it as required and re-rig the model:

After all this, I placed it ingame and give it the same animation set as the player and here is the outcome:

So while its a big step, work still needs doing. I need to try and recreate some of its animations for attacking yet. But as is, I can work with this.

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