Aaron Victor

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Aaron Victor

Aaron Victor

@Aaron_Victor_

🇨🇦 2D Animator. https://t.co/hMrsE8H27n 📧: [email protected]

British Columbia, Canada Katılım Haziran 2020
200 Takip Edilen6.2K Takipçiler
Aaron Victor
Aaron Victor@Aaron_Victor_·
@kamehameron No Steam page yet. I still don’t even have a title for it yet. Once I get the core gameplay and controls to my liking, I’ll hopefully have a better idea of what kind of scope is realistic for me.
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Aaron Victor
Aaron Victor@Aaron_Victor_·
@MikeBarson15703 A mix of 12 (on 2s) and 8 (on 3s). It’ll be rare for him to be animated at 24fps (on 1s). The “aim down sights” animation will probably be on 1s for instance, so it’s quick and snappy.
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MikeBarson15703
MikeBarson15703@MikeBarson15703·
@Aaron_Victor_ I don't know what you did special. maybe the framerate? although I think I've seen others try that too, and it didn't come out as good. maybe theirs wasn't as low as yours? he's animating at around 12fps, right?
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Aaron Victor
Aaron Victor@Aaron_Victor_·
@Sirmlg0_and_Co I did use MGSV's animations as reference. Although, I had to exaggerate them a bit for the art style, and make them a bit more "bouncy".
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Sirmlg0 and Company
Sirmlg0 and Company@Sirmlg0_and_Co·
@Aaron_Victor_ This looks like if you rotoscoped metal gear solid v and only took every other frame Compliment award
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Aaron Victor
Aaron Victor@Aaron_Victor_·
@AaronVdS I guess, about six months now. (Granted, I've been very on-and-off with it.) It started as a game jam game, but now I'm working on a bigger and better version of it.
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A A RON 👑
A A RON 👑@AaronVdS·
@Aaron_Victor_ Aaron Victor? Somos irmãos de nome cara ! Bela animação de movimento inclusive , a quanto tempo está trabalhando nisso?
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Aaron Victor
Aaron Victor@Aaron_Victor_·
@Terminador77991 Nah, it'll be a horror game, but it'll control like an action-adventure game.
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Aaron Victor
Aaron Victor@Aaron_Victor_·
@Trans_Lykeia It's not a perfect solution. There's still many cases where the feet won't be properly connecting with the ground. I plan to mitigate it by using multiple raycasts to get an average normal angle for the animation blends, instead of a singular raycast.
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Aaron Victor
Aaron Victor@Aaron_Victor_·
@Trans_Lykeia So the "root" of the animation tree is a blend tree. When in the idle state, it uses an addative BlendSpace2D to blend foot placement animations. For the walk/run animations, each animation is a BlendSpace1D, with incline, level, and decline versions of the animations.
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Aaron Victor
Aaron Victor@Aaron_Victor_·
@BDoge84171 Scratch that, I might just have a raycast in front and behind the player. Attaching them to moving feet would probably cause weird jitter.
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Aaron Victor
Aaron Victor@Aaron_Victor_·
@BDoge84171 I know the cause of that, and I have a solution in mind. It's because it uses a single raycast from the center of the player character. I plan to use two raycasts from the feet, and get the average slope angle.
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Aaron Victor
Aaron Victor@Aaron_Victor_·
@BDoge84171 Yeah, I was probably gonna end up changing it. I particularly don't like the sprinting decline animation, and the crouch one.
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BluDog
BluDog@BDoge84171·
@Aaron_Victor_ Additionally, arms: When going up hill, Arms are thrown far forward and down, reaching towards the earth. When going down, legs open up to strides. The body leans back. Gait is widened to almost leaping. Arms are brought up and out to the sides to stabilize oneself.
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Aaron Victor
Aaron Victor@Aaron_Victor_·
@minyrosa555 Haven't gotten around to that yet. But I have a few ideas on how to get it to work.
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Aaron Victor
Aaron Victor@Aaron_Victor_·
@J_Scott_Art Yep, it's stepped keys. The Blender project file I do my animations in is set to 24fps, to make things easier.
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Jscott
Jscott@J_Scott_Art·
@Aaron_Victor_ How they hell are you animating it like that? Are you using stepped keys or something? It looks like 24fps animation its wild.
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Aaron Victor
Aaron Victor@Aaron_Victor_·
@Dxxnyxxl00 I appreciate the offer, but I’d rather be very hands-on with this. I usually approach things with a “this is the feeling or tone I want to convey” approach, and I end up being very deliberate or picky with it. If that makes sense.
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The Dark Knight
The Dark Knight@Dxxnyxxl00·
@Aaron_Victor_ That sounds awesome and I look forward to it. Do you need a writer? I have no qualifications or credentials but I have the skills and can prove it to you. Unpaid ofcourse.
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Alternetic
Alternetic@Alt26718517·
@Aaron_Victor_ Is the “animation” dynamic or just on twos (i don’t remember if twos the correct term)
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Aaron Victor
Aaron Victor@Aaron_Victor_·
@Dxxnyxxl00 Yes. Although, I’m kinda taking the Super Mario 64 approach, where I want to get the general movement controls and gamefeel working first, then build a gameplay loop around that.
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Aaron Victor
Aaron Victor@Aaron_Victor_·
@schloppdev It’s weird going back to the game jam version. It feels so janky in comparison to this.
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SchloppDev
SchloppDev@schloppdev·
@Aaron_Victor_ I remember seeing an early version of this in Jamsepticeye, it’s looking great!
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Aaron Victor
Aaron Victor@Aaron_Victor_·
@KimJImagery The models and animations were made in Blender. The game is being made in the Godot engine.
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KimJ
KimJ@KimJImagery·
@Aaron_Victor_ Wow the cel shading on this looks so good! Is this blender or one of those game engine software?
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Aaron Victor
Aaron Victor@Aaron_Victor_·
@ZwickTheEditor Thanks! It’s actually just an unlit shader on a 3D model. I decided to forgo shading for this specific look.
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