Blendshapes & Rigging


In the last devlog I went over briefly that I was busy trying to implement a new workflow for getting animations into the game. I'm still not quite there yet, though I have made a lot of progress on the character rig and getting it to work properly in Blender and transfer successfully to Unity. I've added new controls for the booty jiggle and some additional blend shapes which you can see some below :)

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Tomorrow, I will be working on getting that animation pipeline working correctly, which I finally think I've nailed the correct workflow for and if thats working then I will be able to setup the character again in Unity and have her working just like the previous version but this time she will be able to handle new animations. Some of the animations planned:

>Picking up all the items on the table

>Eating and drinking animations

>reaction animations

>mood animations

>several idle animations

The goal is to give her a wide range of possible states and animations to switch to depending on the context of what the player is doing, holding or has selected as their dialogue choice.

But first things first, gotta get some basic animations working with the new rig.

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