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TheStriveLogo_Colored

Hi everybody! Here, I will present to you my work while working on The Strive project.

If you want to play the game, you can reach the download page here.

First Pitch Presentation:

09/06/2021 (Video / PDF)

Final Presentation:

Your browser does not support the video tag.

Useful Links: Watch on YouTubeCGL Presentation / BA4 - ST2021 - Alterity- The Strive


#0: Unity Bone Pixel Animation Prototype

Although I use Unity’s bone system in raster graphics, I never tried that in the pixel characters. Thanks to Nat, I read this post and start to prototype it.

In this prototype, the character Woodcutter is used. Woodcutter

(This character will not be used in our game, it is for testing purposes only)

Step 1:

Image scaled up and layers seperated/repainted missing parts in the Photoshop.

Woodcutter_S1 Woodcutter_S2   Woodcutter_S5 Woodcutter_S6 Woodcutter_S7 Woodcutter_S8

Photoshop Layers:

photoshop-layers

Saved as PSB file and imported into Unity.

Unity Packages:

installed-unity-packages

Step 2:

Sliced in the Sprite Editor.

sliced-woodcutter

Step 3:

Bones created in the Skinning Editor.

skinningeditor1

Step 4:

Geometry created in the Skinning Editor.

skinningeditor2

Step 5:

Weights adjusted in the Skinning Editor.

skinningeditor3

Step 6:

Bones renamed and reordered, depths adjusted.

unity-visibility

Step 7:

FK bones tested.

preview-in-editor

IK added to arms.

ikmanager2dadded

Hierarchy Preview:

Hierarchy-Preview

Step 8:

Test animations created.

Idle Preview:

woodcutteridlepreview

Run Preview:

woodcutterrunpreview

[Posted on Artstation]


#1: Character Animations – Protagonist

This is my 2D pixel character animations for the protagonist. We can also use this same bone animations for the other characters as well.

Both FK and IK bones are used.

Photoshop Layer Seperation:

Photoshop-Layer-Seperation

Sprite Editor:

Sprite-Editor

Skinning Editor – Bone:

Skinning-Editor-Bone

Skinning Editor – Geometry & Weights:

Skinning-Editor-Visibility

Skinning Editor – Visibility:

Skinning-Editor-Geometry-Weights

Hierarchy:

Hierarchy

Project Files:

Project-Files

Project-Files2

Character Sprite Library Asset:

Character-Sprite-Library-Asset

Animator:

Animator

Animation – Idle:

Character1_Idle_Ezgif

Animation – Running:

 Character1_Run_Ezgif

Animation – Dying:

Character1_Dying_Ezgif

Animation – Falling:

Character1_Falling_Ezgif

Animation – Falling with Parachute:

Character1_FallingwithParachute_Ezgif

Animation – Winning:

Character1_Winning_Ezgif

Animation – Losing:

Character1_Losing_Ezgif

[Posted on Artstation]


#2: Character Animations – Other Characters

The Strive has 16 characters in the game at the moment I worked on the other characters to implement bones.

Characters: 32px

16Characters

All of them scaled up to 256px.

Photoshop:

Photoshop-Preview

Layers:

Photoshop-Layers

All characters separated into each PSB file.

PSB-Files-Preview

Missing parts were painted, layers were named and lined up in Photoshop.

Project-Files3

Bones:

Bones

All characters’ body parts added into Sprite Library Asset.

SpriteLibraryAsset1

SpriteLibraryAsset2

SpriteLibraryAsset3

SpriteLibraryAsset4

SpriteLibraryAsset5