The tank can now fire the cannon during certain attacks to jump into the air! There are special air attacks as well 🛫🛬
I think this is the last mechanic I'll add for the player. It's time to focus on the mecha 🦾
Monster Hunter X Smash Bros!
I recreated SSBU with
@TuxedWhale
in Unreal Engine and put in the Hunter. I did the programming, design, animation (including copying SSBU animations), and about half the VFX. It was a lot of work, but it was fun!
I was recently annoyed at animating ropes in 3D so I created a new tool.
It's not polished, but I made this test anim in about 6-8 hours using it.
This tool basically can create IK splines over anything while preserving existing animation. I will release it after I test more 🎈
Tank combat against the mecha, now with cinematics!
The beginning of the cannon attack can be used to parry some attacks and trigger a cutscene. Guns can still be used during cutscenes and the cannon can be fired at certain times to get special cutscene interactions 🎉
The tank's guns are now active!
The machine gun can briefly fire after light attacks and be aimed freely, and the cannon can fire after any attack. They can be used to deal extra damage without committing to a new attack.
The cannon attack also has a special ability later... 👀
Basic attack combo and a special retreat move, having lots of fun with cloth animation ☂️
Each attack has unique ink stains left on the ground which are fun to see, and I think the trails left by the sword are satisfying too
🎈🎈🎈 Today I'm 24! It was a very exciting year. Let's make the next year even better 🎈🎈🎈
For fun, here are the WIPs I saved for the Splatoon run cycles. I acted out Frye and Callie's references and made up the rest
Doing some testing with grapple beam. Super rough anims atm so I can focus on making sure it works. Also Rundas is starting to fly around now but good thing I've got homing missiles!
#metroid
#gamedev
There is only one button for dodging. The player character will automatically dodge high, low, or middle responding to Heavy Knight's attacks. Part of this project is to explore such contextual animations, which is fun!
I just updated my reel, so I'll join this time
#PortfolioDay
! I like to make energetic and playful game animations and sometimes make little game demos with them ✨
Working on a Metroid mini-fan game! I'd love to get a boss in but I don't know which one. Yakuza would be cool but I don't have a Yakuza rig sadly.
I made all the animations as well as the code.
Thanks
@animboy90
for the Samus rig.
#animation
#gamedev
#Metroid
🎈🎈🎈 25 years old today! 🎈🎈🎈
It has been about 4 and a half years since I started working in the industry. Still a long way to go!
For fun, here is some early work from when I began animating haha
2017 2023
Random animation tip
Arm arcs are a combination of the upper arm twist and elbow bend. The elbow only rotates in one axis
Bending the elbow in other axes is OK if it looks good, but I personally never do it
Green robot by
@Jaguar_kawaii2
Red robot by
@_Mari_Art
Blue robot by
@aku622
About a day or two to make a set for one character (faster if I spent less time playing Fire Emblem Engage)
It's been 5 years since I started working in the industry! I made a progress reel of the last 5 years. It's been a lot of fun so far 🎈
My poses are often messy and I haven't animated much animations with heavy weight, so those are some things to improve in the next few years
Run cycle tests
Every run matches the personality of the character, but I also like to do something unexpected so I went with the bottom right eventually
For this run I changed mostly the upper body only but we can easily make more variations by changing the legs, timing, etc
The mecha can now throw feints and he thinks it's hilarious when you fall for them, but if you react quickly and hit him you can stagger him for some extra damage