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Combat Animations

These animations were made as part of the Advanced Game Art course at Futuregames.
Around one week was spent planning, gathering references, and rigging. While 2 weeks were spent animating and implementing it in the game engine.
My goal was to make two sets of combat animations utilizing different weapons, that could easily be blended between. With the time restrictions in mind I decided to use the Unreal Engine Mannequin so I did not need to spend time skinning the character and could also spend less time on rigging and more on animation.

Render of the animations in Unreal Engine played in a level sequence at 60fps.

A screen recording of the gun animations as they look in Blender at 30fps.

A screen recording of the knife animations as they look in Blender at 30fps.

The control rig that I animated on before baking the animations to the basic skeleton that the mannequin comes with. 
The rig has a simple IK setup for the arms and legs with pole targets.

The control rig that I animated on before baking the animations to the basic skeleton that the mannequin comes with.
The rig has a simple IK setup for the arms and legs with pole targets.

While starting out I tried two different poses for the knife idle. One with a low right arm and the left arm raised to guard against attacks, and one that had the arms on a similar level.

While starting out I tried two different poses for the knife idle. One with a low right arm and the left arm raised to guard against attacks, and one that had the arms on a similar level.

I also tested out some small changes in how much the body should crouch and how close to the body the Knife should be

I also tested out some small changes in how much the body should crouch and how close to the body the Knife should be