Animating basic movements for a melee player can seem simple because it no complex parts. Technological limitations further challenge this process, such as an engine's frame-rate. The anticipations in video game animations could be just a few frames, if the frame rate is low and those few frames are skipped, then the player will not see the anticipation at all, which lessens the impact and believability of the animation. This can be overcome by creative planning, and the abbreviation of movements.
a preview of the ready idle animation
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