Game Cycles Reel Breakdown
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.