Carno Run
  • Gameplay and features
    • Overview
    • Core Gameplay
  • Pre-production
    • Inspiration and Concept
    • Greyboxing
  • production
    • Asset Creation
      • Player Character
      • Environment
    • Animation
    • Technical Design
      • Camera Set-up
      • Player Controls
      • Animation
      • Collision with Obstacles
      • Level Spawning
    • Game Mechanics
      • Score System
      • Difficulty Scaling
    • Level Design
    • Sound
  • post-production
    • Reflection
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  1. production

Animation

PreviousEnvironmentNextTechnical Design

Last updated 2 years ago

Rigging the Carno was quite straightforward, with some trial and error of the bone positions and lengths, I was able to rig the model to my needs in animating it.

I created IK () rigs on the legs to easily animate it for walking and jumping.

For animation, there were no good references of walk cycles of dinosaurs. So instead, I used a reference of a human walking and applied the same principles of contact -> down -> pass -> up. I did the same thing for the jumping and idle animations.

Inverse Kinematics
Carno walking animation.
Carno jumping animation
Walk Cycle ()
Source