Howdy,

my name is Fade, and I am the animator working on all the nice stuff our character artist Lobo throws my way.

I will try to give you some basic insight in to the world of game animation and process of making DEICIDES.

BONES & RIGGING

Once the character mesh landed on my computer, I usually start working on the character rig, where I try to keep the bones count to the minimum. It helps keeping the animation data on the lower side.

We will share rig and skeleton in between same bodytypes. This will cut the production cost significantly with no impact on final quality. Agility BIO, NORMAL and TECH will share same skeleton and rig, so this will give us freedom with usage of similar animations across one bodytype.

In the first iteration I’ve used simple rig for the hands, using just 9 bones, as the character will take rather small area on the screen while playing the game, and so the lower detail can be justified.