Throughout this tutorial, we'll go through the process of creating animation assets for game combat. We will discuss the mechanics of how animations work in a state engine, the importance of reference, creating cycling animations like the combat idle, creating attacks that look great, but still meet the time considerations of gameplay. We will also ensure that animations have proper weight and power. By the end of this training, you will have a thorough understanding of how to create animations that work well in the game engine while being powerful and dynamic. Software required: Autodesk Maya 2013.
Introduction and Project Overview [Autogenerated] Hi, everyone. My name is Ron Friedman, I'ma lead animator at Hit Point Studios in Amherst, Massachusetts. I'm also in animation to to return Imation's as well as an animation professor at the New England Institute of Art. I've been animating professionally for over 21 years working and feature film and visual effects, as well as animation for consul in online video games. In this course, we're going to discuss creating game combat animations in Maya over the course of the tutorials will discuss in detail how state animations work within the game, engine gathering reference material and how to use it within the game's requirements. How to create a solid natural combat idol animation. Creating a quick attack that's powerful and as appropriate weight while still being timed for game combat. How to create an effective hit reaction animation. How to create a death, animation that a solid weight and natural overlapping motion and creating a super attack that's exciting and dynamic. By the end of the training, he'll have learned how to create a set of game comment, animation assets that were cleanly between game states and they're powerful and dynamic, while still maintaining natural weight and motion. I'm excited to share my techniques and processes for creating game comment Animations with you in our next lesson will discuss in detail the mechanics of state based game animation.