In this post I will be continuing the research I was carrying out about character animation with Step 2: Create.
(http://www.gamasutra.com/view/feature/131796/creating_character_animation_assets.php?page=2)
Model
When starting to create that actual model for game, in an ideal world the animator would create the model as well as animate it however if that is not possible the animator and modeller should meet up regularly to be able to work out what the how the model will be designed and then the animator will know what will work and what wont.
Jeff Hayes also states that the animator should view the model inside of the game environment as soon as possible as this will help ensure the quality of the model and is a way for the modellers to be able to keep the model from affecting the performance of the game, it will also help to avoid further problems down the line into production.
Skeletonise
The number one rule that Hayes can tell you about rigging a skeleton to a model is.. DON'T DO IT... unless the model has been approved by the appropriate people, there is no point starting the next step if the model comes back with "this needs to be changed" you are just creating extra work for yourself.
Test your production pipeline
Keep your production pipeline clean, you are bound to run into some issues like choosing from motion capture or key-frame animation, or setting file naming conventions and converting data intensive animation files into economic game ready data.
Keeping your production pipeline clean and simple is a blessing for you and all others that work with you.
I will be uploading the final animation research, again later today. That will be Step 3: Implementation.
-J.W
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