Animating the Character Smoothly

     This week consisted of me figuring out animations and how to implement them in the character correctly. My main issue at first was that we did not have all the necessary animations for me to complete everything, Perforce also changes all the player model's files to UAssets. This created an issue because I cannot personally go into Mixamo to add different animations to the character. The only one with access to the file was the person who originally uploaded it.

    In addition, the attack animations were too high to hit some enemies. Our attack system is based on the sword's movement and the collider is on the sword. Our attack animations were upward motions and with the enemies we have so far, most of them are a little lower to the ground. This made the enemies impossible to hit.


To fix these issues, I made sure to communicate what animation files are necessary for the project so they 

can be properly retrieved. As for the issue with the collider of the sword being too high, we swapped the 

attack with a downward swing and plan on adding more attack animations in the future that could function

better with the character and enemies within the game. These attack animations will flurry into a combo 

that will be satisfying to battle loads of enemies with and appeal to the human eye.



Author: Jesse Hilario

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