I managed to set aside some time today to work on the horse animations. Today’s animation is a pretty straightforward walk cycle, which you can view here: Horse Walk Test Render.

As with the jump animation from a couple of weeks ago, I still have some tweaks to do on the walk. I’d like to add a bit more head movement to the cycle without making it too annoying – can’t really have a headbanging horse walking around in-game. I also want to do some more fine-tuning on the shoulder and tail motions. They just aren’t quite there yet for me.
This first set of passes on the animation took way longer than I had anticipated. I was able to block out the majority of the walk cycle in a couple of hours, but it took me at least another 3-4 hours to do additional cleanup passes. Most of that time was fighting with Character Studio. I was trying to get the feet to plant solidly and the overall rig to just behave in general. I did step away from my computer for an hour to prevent myself from chucking it through the window. Luckily, Max didn’t crash once, so at least I can be thankful for that.
I still have a more animation work to do before Robert and I can officially call the Horse Pack complete, but I am slowly getting there. The last bit of cleanup on the walk cycle won’t take long at all, and I only have a couple more animations I need to do to finish off on the to-do list. Once those are done, we can pack everything up and ship the content pack.
It’s tough to muster up the energy to devote the whole weekend animating when I’ve already blown most of my 3D mojo during the week at MGS. I am, however, feeling much more motivated to get this stuff done as soon as possible. Getting the jump and land sequences done a couple of weeks ago was a huge boost for me, as was doing the test animations last weekend. I’ve the animation juices flowing again. I just need to get the will-power to spend the weekend working on 3D stuff instead of zoning out in front of the TV or blabbing away on IRC.

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