Game Development Reference
In-Depth Information
this.animation.CrossFade("ShootStraight");
}
}
...
}
Step 11. Play. A new animation clip will be created that uses the
ShootStraight animation as a basis and mixes the transformations
for the gun and spine animations from any other animation playing
in another layer at the same time. In this case it is restricted to
WalkForward.
3.8 Secondary Animation
Secondary animation refers to movement that occurs as a result of primary
animation. For example, when a character walks, in response to the
movement, his hair might move and his muscles ripple. If a character shoots
a weapon you'd expect a recoil action. Secondary animation is caused by the
law of physics, which dictates that every action has an equal and opposite
reaction. Without the extra animation a character can appear static and
unrealistic.
Depending on the level of secondary animation, it can be processor intensive
and not feasible in a real-time game environment. The avatars used in Quake
Arena and Unreal Tournament are very simple with tight-fitting clothing and
close-cut hair. This is not because the artist couldn't be bothered or at the
time didn't have the technology to create highly realistic models—it is simply
because animating all the extra elements with secondary animation was not
feasible on the hardware available at the time these games were released.
Even today, hair and cloth in 3D real-time environments are limited. A very
nice example of the secondary animation of cloth can be seen in Assassin's
Creed . The cloak and ropes of the main character move in response to the
character's movements and the wind.
As hardware capabilities increase so will the quantity and quality of secondary
animation.
Other animations that could also be considered secondary to the main
character are those that bring the environment to life, for example,
trees swaying in the breeze, water running in a river, other characters
walking down the street, or even the main character's own clothing,
such as a cape.
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