DevLog #5 - Procedural animations in Unity
In this devlog I will talk about procedural animations of main character’s abilities which are completely or partially created and controlled from code inside Unity.
In this devlog I will talk about procedural animations of main character’s abilities which are completely or partially created and controlled from code inside Unity.
Main character modeled and rigged, now it’s time to animate it.
So, the models of the main character and his abilities are ready, now it’s time to prepare it for animation. In my case there are 2 steps: rigging (create and setup virtual skeleton) and skinning (connect mesh vertices to the virtual bones).
In previous blog-post I’ve shown concept art for the main character and his special abilities. Now it’s time to see how it looks in 3D.