Implementation consists of:
Exporting
Faux Moves
Vellums
Efficient work hobbies
Set standards for quality
Exporting
When exporting your data to the game you must set yourself strict rules to follow, for example set all key-frames to 10 from intervals, apply only 90 degree joint rotations, etc. Anything can happen in-between exporting and importing the animations into a game engine however if every animator follows the rules that are set this helps to ensure the end product is the same in the game as it is in the animating software.
Faux Moves
A faux move is a pre-determined length and moves through a pre-determined space.
Faux moves are used to make sure that the animation doesn't effect the game-play, they help govern how long an animation is helping it to not slow down the feel of how the game-plays, there's nothing worse than having to wait for an animation to finish for you to continue playing.
Vellums
The use of vellums are mostly used in motion capture, vellum is a type of see through paper which can be drawn on, Hayes explains how this simple paper can be used to save a lot of time and effort when recapturing motion. The vellum was used to capture the actors start and end positions which was kept in order to retake shoots quick and with ease.
Efficient working habits
- Name your files appropriately!
- Use directory structures when saving work, for example - In progress character animations/Game ready character animations.
- Fine what works for you and stick to it!
Set standards for quality
Define your camera before attempting any motion, the motion on a distant character wont require fine motion details that the main character with a close camera will need.
What is more important to your game control or animation?
This question can influence how your game turns out as a whole, if you pick control first the game should have precise character movement but it will lose any interesting character defining movement.
The other side of this question is valuing animation equal to player movement, this allows the animator to be able to utilise their animation frames more, adding personality to the character while having the movement still be responsive and precise.
Conclusion
That about covers what Jeff Hayes has to say about the three steps, what I have gained from this is the knowledge to really take my time and analyse each part of the animating steps, always prepare and research for the work I am about to produce.
All information that was produced in this blog post was obtained from here.
-J.W