Name |
Model/Texture Credit |
Description |
Mongrole |
Adam Smith |
Consists of 25 separate meshes bound to the same skeleton to allow for armor switching, all compatible with same animations. |
Rhino |
Zachariah Inks |
One of the longer walk cycles with 45 frames, this rhino was fun to do because I setup the tail for a sort of driven wagging system so there would be less need for animating the back and forth swaying. |
SandDevil |
Blake Johnson |
A unique creature because it was to be based mainly underground, offered the chance for some different animation techniques. |
Frog |
Zachariah Inks |
The walk cycle for the frog offered a unique challenge because ideally he should pause after each "step." This would have required special case programming and simply wasn't needed, so I counter-animated during the pause so that there would be no feet sliding. |
'Ninja Kick' Chicken |
Zachariah Inks |
Arguably the most memorable animation, one of the attacks jokingly became a ninja kick and it stuck. |
UndeadSkeleton |
Jon Mariucci |
Had fun with the death cycle on this one, Utilizing parent constraints I was able to keep the joints attached to meet the skeletal animation system's needs, while still allowing for creativity in my work. |
Scorpion |
Zachariah Inks |
By far the largest rig I built for use in-game the sheer number of joints used for all the legs and the tail was definitely pushing the limits. I think they turned out rather nice and defnietly enjoyed animating this one. |