Made a walk cycle for the guy, one of the better ones i've made though the bottom lacks detail (which is fine because that won't be visible)
Added a bit more detail to the cycle. I'm noticing it looks really cartoony, but i'm ok with that, the entire project will look cartoony.
A gif of the render
I'm making a tactical decision to remove the converging people shot, I really do not have the time to be animating another walk cycle
This isn't turning out well, mostly because i'm tired and the choreography is basic and lackluster.
I've caught another cold which is throwing another wrench in the works
This a preview of what i've done so far, it's very barebones. I think what i'll do is lay out all of the poses and then detail the inbetween individually
This is the fight so far. I immediately added some camera movement to the last hit which I will show to the right. the lighting makes the preview pretty laggy, otherwise i would be showcasing this in that. I also completely forgot about the oxygen tank, try your best to ignore the clipping
So the model tears itself apart at the pc's bottom. I'm hoping this only looks so bad in preview, otherwise i'll have to avoid positions such as these
The lighting helps hide it, but the lighting isn't finished yet.
I'm surprised it took me this long to get gimble locked on something. Luckily it doesn't look too severe. I just had to re do the end keyframe
Its a great thing i truly love animation, it took me around 6 straight hours to get to this point, I shudder at the thought of the larger and harder scenes. Anyway this is the finished the preview i'll take another gif of the rendered thing once its finished
the blade thing was a nightmare to attach to the player model, so it'll look quite bad in this shot
7 and a half hours and i'm at this point. The water pouring in is a particle system using a transmissive and low roughness icosphere. the water on the bottom i'm actually pretty happy with as its achieved with a simple shader that also has a volume in it. There's a dynamic paint which ripples the water as well, though its hard to notice as it's not very intense.
in terms of whats actually happening, I don't really like what happens prior to the sprint, it looks very artificial
Finished and rendered result
The difference in lighting between shots meant the gif sizes were getting immense so it was easier to just render it and send the video here.
I am happy with it, though I wish I was less mentally fogged up by whatever illness I have at the moment. It is making it very hard to focus.
That being said, I find up until 4 seconds into feel very rushed. Which in truth it was, in terms of both pace and workflow. I wanted to keep the action flowing quickly so a very short burst of localised exposition is what i thought I needed. Does it work? I'll find out when I edit this together. After 4 seconds is much better I think, I'm really happy with the water effect and the splash is passable. Admittedly it is a bit weird that pc can seemingly just 'sit up' undertaker style. The blade isn't really stable for that section either despite being stabbed into the creature, the second stab that follows is much more stable though and i'm happy with the motion for taking the blade out, twirling it around into a more powerful position and stabbing again. The arm swing and dodge i'm also happy with, though the following stab is a bit more questionable as its too dark to see what really happens. I didn't want to compromise the earlier shots by adding another light. You can very obviously tell I went completely off script here, I think for the better, though I appreciate it isn't always a good idea for personal projects because you may be forgetting the intent of the shot, however I remember what I was thinking whilst choreographing that scene and it was something like "OK... now what... lets just have another weight shove". I also didn't include fixing the leak, that was an integral part of the scene and I should've included it but I ran out of time.
Speaking of time, I have 3 days to get another 2 scenes done, however scenes typically take 2 days to make, one for setting up and starting on animation and one for finishing that off. I think I am slowed down by whatever this illness is, that's obviously more than just a cold. When I say day I mean around 7 hours of work whilst I'm in a state where I have the energy to work.
Side note, I somewhat regret not giving the main character red eyes as a reference to Black Manta.
I appreciate this is very abrupt, I have been far too ill to work on the animation and now i'm out of time to make more scenes. So I'm going to begin editing what i've got so i've got something to present.
Funnily enough, I only have 50% of my hearing at the moment, so editing is going to be much harder.
Almost every sound effect I used has come from youtube although there is one sfx pack.
I should have just made this one large scene
Progress update:
I'm finding this really hard, partially because I don't know what the limits of what i'm allowed to use are, but also because I can barely hear the sound effects i'm actually putting in. I have been (and to be honest still am) very tempted to just dump some random song in and say that the sound design was an added bonus since all I wanted to focus on here is animation.
Here we are! The final result; an animation showcase... that's a funny way of spelling 'game cinematic'. Put simply, I didn't have enough scenes to make a cinematic out of and I absolutely detested the idea of just stringing together bits of a cinematic and telling the viewer to imagine the rest. So instead I just put some insecure message at the start which let me use a random song and at least present it nicer than the naked skeleton it would be otherwise.