Week 7
This week we worked on optimizing the state changing of characters in the game. We also started designing levels. We also tried to include many animation transitions to make the movement feel smoother. For example, we tried to implement separate jump start, jump middle, and jump end animations that would play during the sword's jump. Personally, I worked on a groundbreaking new visual effect that looks hand drawn but is actually sort of procedurally generated and controllable with attributes in Maya.
As shown in the hypergraph node hierarchy, I used a noise texture on a shader and dissolved it over time with a ramp shader. I then duplicated it twice, slightly offset them, and made them different colors. Then I connected all 3 to a layered shader and put the layered shader on a plane, then I bent the plane and leyframed several attributed over time to get the final sweep effect that is used in game.
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