Cyber Commando Devblog 2: The root of the problem
- Jack Leatherbarrow
- Oct 13, 2023
- 1 min read
After finding most of my art assets it was time to animate Omega. This would be the first time using root motion with animations and it came with its own complications. firstly learning how root motion works with a root bone and how to make animations that utilise this.
Another aspect of animating omega was separating the leg's locomotion from the upper body. This was because of some animations for the weapons would not have any movement of the legs. this would be a problem as Omega needed to have full mobility for all the different animations. To solve this problem I made several cached states of the upper body and lower body:


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