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Introduction to Animation

Animating for Games

Animating for games requires a different approach than animating for film or TV. In games, animations need to be responsive to player input and must be able to loop seamlessly. Animators also have to work within the limitations of the game engine and hardware.

Blend Trees

One important concept to understand when animating for games is blend trees. A blend tree is a graphical representation of the possible combinations of animations that can play at any given time. For example, a blend tree might show a character walking forward, walking backward, or strafing left or right. The position of a joystick or the keys pressed on a keyboard can determine which animation is played.

Motion Capture

Another important consideration when animating for games is the use of motion capture data. Motion capture involves recording the movements of an actor and using that data to animate a digital character. While motion capture can be a useful tool, it can also be limiting. Animators must be able to adjust and tweak the captured data to fit the needs of the game.

Technical Limitations

Finally, animators must be aware of the technical limitations of the game engine and hardware. Animations must be optimized to run smoothly on a variety of devices, and must be created with the limitations of the hardware in mind.

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Creating Dynamic Camera Movements

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Final Project: Creating an Animated Short

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