Devlog 02 - Character mesh and animations


Time to create the character!

After checking the base mechanic was time to create the character.

The reason to created the character so soon was to be able to generate an animation blueprint and control what I had before with some cubes now using bones and proper animations. 

I used Blender for that, I tried to create a simple creature once I didn't have the biggest experience to create characters and used a pre-made armature to start animating it. 

You can notice that I also added a tail, because why not...

In future, I want to change the mesh to add more detail and go into the style of the game.

A huge problem that I had when using my first animations was having it consistent while flapping the wing up and down, in the end I have to blend spaces. One for when the wings flap down and another when the wings flap up. Then in code I check if the player is pressing the trigger down or up, by using the previous input value.


After solving that, the basic wing flap was much smoother.

Then it was added the ability to close the wings when holding the trigger down, so the player could perform a dive.

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