Going to be more of a daily update today, since my wednesday update more or less covered what I’ve been up to this week.
Anyway, I’ve reworked my run-cycle a bit following the feedback I’ve recieved – giving it some sideways motion to make it more interesting from behind, aswell as making the leg movements less extreme – and I have to say, it looks far better now.
I’ve also worked a bit on the turn-animation, to make sure the feet weren’t sliding around, and I found a pretty simple way of doing it – using (temporary) joints as snapping points, making sure that the heel pivot – which is where my characters feet rotate around – doesn’t leave the spot. I had to do it this way since my character rotates around it’s origin when turning in-game.
There will be no video demonstration today, but I’ll be sure to post something following MS2 on Monday.