Research time! Looking at a lot of Anime gifs lately.
Reminds me of how much I love motion. I’d like to incorporate this where possible, mixed in with a more classical animation style for the character moments. There are a couple of hurdles to achieving that look in 3D I’ll need to solve. Time for some Technical Directing!
- Rigging the model for Squash and Stretch scaling.
- Smears on fast motion.
- Secondary motion/action
Squash and Stretch:
This is a high priority. The first tests I imported to unity scaled the child bones as well as the parent. I haven’t found a good solution yet for this. Counter scaling the child bones to compensate seems like it would have some hidden problems. I remember many issues with scale in the past. Stay tuned for the results!
Smears:
Blendshapes and bones would both work (and maybe some extra geometry). I’d like to have total control of each frame. I’m going to test Vertex Shaders and see how far I can push things. I purchased ShaderForge to test this out. Not cheap but it seems like I’m going to need it for a lot of things.
Secondary Action:
The delay of extra parts like clothes and hair can really enhance the realism of motion as well as add some flair. I’ve incorporated some robot parts that will work for my character. His head bob, antenna sway and telescoping robotic arms will all help. I considered automating these features with physical simulations, but i’m having fun doing it by hand, and the added control is a bonus.