15 Days Later.
My time at GDC’19, at San Francisco, was… exactly what I needed. Questions I had asked, and not asked were answered. My time was great, but as a result my official time with this effect, at only 48 hours remaining, is not. I don’t expect to finish this in the next 48. I’ll give it a push, but I’m not going sleepless for it (anymore then the jet-lag adjustment will allow). This minor qubble aside, this will get finished.
This Friday evening was me getting acquainted with Sequencer, which I have never used before. I probably haven’t used it as efficiently as one should, but… this is what I got. This is the animation backbone where all the material transitions (which I expect to be a bit of a pain) and of course particle effects are to be based from.
Instead of showing the full animation from the master camera, this is just showing off all the animated connections I have. Don’t want to show EVERY thing off quite yet. ;D
Obviously I’ve added some assets to create this animation. The Unaltered Gideon Mephisto Skin is the starter mesh now, as well as some “Stun_Start” and “Stun_Loop” Animations (to say the least), as well as added an extra animation to the ending for Sevarog. I did this to drive home that the character got his ass kicked, and now is evolving to its next form to tilt the stage of the apparent fight. I did this because… I mean… I’m doing this inside something made for telling stories, so it felt wrong to me to just brush off that purpose for the sake of getting straight to the effect. Let’s have fun with it! Plus, it adds more of a process in the “Evolve” aspect of this project.
And that is Update 2.