![]() Additionally, the transitions between every possible action combination must be considered. This means that animation must look good and the curves must be smooth from all possible angles (Masters Sanders). In addition to this, the camera is not locked down and directed as it is in a film (Masters, 2013). The animation itself is meant to be interacted with, not just viewed. Animation for video games is quite different from films or movies as it is an interactive form of entertainment as opposed to a passive form (Sanders, 2015). On a quick side note, I will briefly discuss the differences between animation film and game. This is true for the animation side of things as many aspects can be worked on before and during the modelling of the character. Again, I will working through this pipeline in a linear manner as I am working on it alone.Īs covered in the last research blog, the pipeline for a game character can be non-linear in order to increase efficiency. ![]() This blog will be covering the animation and implementation sections of the pipeline. ![]()
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