NPC animation strategy

#10
John just to add, the 'spoken to from side' animations wont fit with an enemy, because they'll just keep doing the attack and resetting rather than turn and lock, like an NPC would.
That said if the NPC was set up like an enemy they would turn constantly if you wanted, which is fine if a bit threatening! I suppose 'neutral' or slightly hostile NPCs could be setup this way. To be honest I like the idea of an NPC pushing you back if you get too close. A zero damage attack, you could set it up by keeping the NPC still while the root bone pushes into the player. ‎ 

I know that when an enemy turns it uses (possibly) the first ten frames in its walking animation.
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Messages In This Thread
NPC animation strategy - by Verdite - 2013-06-09, 02:47 PM
Re: NPC animation strategy - by HolyDiver - 2013-06-09, 05:16 PM
Re: NPC animation strategy - by HwitVlf - 2013-06-09, 08:32 PM
Re: NPC animation strategy - by HolyDiver - 2013-06-09, 09:02 PM
Re: NPC animation strategy - by HwitVlf - 2013-06-09, 09:55 PM
Re: NPC animation strategy - by HolyDiver - 2013-06-10, 01:47 PM
Re: NPC animation strategy - by Verdite - 2013-06-10, 03:48 PM
Re: NPC animation strategy - by HolyDiver - 2013-06-10, 04:41 PM
Re: NPC animation strategy - by Verdite - 2013-06-10, 05:06 PM
Re: NPC animation strategy - by Verdite - 2013-06-12, 01:33 PM
Re: NPC animation strategy - by HolyDiver - 2013-06-12, 05:03 PM
Re: NPC animation strategy - by Verdite - 2013-06-12, 10:18 PM
Re: NPC animation strategy - by HwitVlf - 2013-06-13, 08:20 PM
Re: NPC animation strategy - by Verdite - 2014-06-10, 02:27 PM
Re: NPC animation strategy - by HwitVlf - 2014-06-12, 06:43 PM
Re: NPC animation strategy - by Verdite - 2015-01-24, 06:46 AM
Re: NPC animation strategy - by HwitVlf - 2015-01-24, 09:21 AM



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