3D Animator Work
As a 3D Animator I took charge of collecting the models my artist gave me, doing a correct skinning, followed by their respective controllers to finally animate them according to the references my designer provide to me. During this project I was commissioned to animate the characters of Jaime Lannister, Daenerys Targaryen and Theon Greyjoy. I was also in charge of animating the first camera movements and finally I animated most animations of The Mountain
Jaime Lannister Animations
Jaime's animations went through many iterations, since at first we wanted to make them as realistic as possible, but that involved a lot of time lost between attacks. The player wants to receive the feedback immediately after pressing the button. The main attack animation has 3 phases, an attack from left to right, a left-right attack which ends with the third phase, a thrust. The rest of the animations I made were based on the opinion of the game designer and iterating the results with him.
Old Attack 1
New Attack 1
Old Attack 2
New Attack 2
Daenerys Targaryen Animations
The animations of Daenerys, unlike those of Jaime, have no significant object with which to perform the attacks, so together with the designer we decided that he would give directions with his hands to indicate what kind of attack the dragon should make. Both attacks are fire and should be differentiated easily, so I have made the primary attack is making a quick movement of his left arm where the attack should go, while the second is a gesture much faster and from the bottom up . These animations also went through a testing phase that told us the same thing as with jaime. We needed the animations to be faster
Old Attack 1
New Attack 1
Old Attack 2
New Attack 2
Theon Greyjoy Animations
Making the animations of Theon was a challenge, since we decided that he would make an attack with the crossbow of melee. This has been the main character animation that has had the most changes and the one that has taken me the longest. I had to find the proper way to turn the crossbow taking into account the limitations of the engine and the models.
Old Attack
New Attack
Camera Animations
Being a dungeon crawler, the camera was going to be fixed to a tile, without having freedom of movement in it, so we decided to implement a camera feedback when walking and attacking with the characters. It was difficult to test these animations, because we had to import them to the engine every time we wanted to test them.
The Mountain Animations
Animate The Mountain has been the most difficult task of the entire project, because we had many ideas in the head of what the attacks would be like, how to walk, how it was to be presented, etc. Being a very big enemy, we should make him dangerous and let him see big. For this we look for many references and iterate many times the animations until we get the result we wanted.
For the Mountain I had to do a Rig and some totally new controllers, besides a quite tedious skinning for all the armor parts that it has. On the other hand the fact of encouraging the rotations of squares was quite complicated to do.