Interactive animation

Seamless Movement, Alive in the Moment.

SANG JEON

Character Artist, Animator

LEVI SPEVAKOW

Technical Artist and Programmer

The Interactive Animation

The goal was to create a seamless and impactful animation for one of the game’s main mechanics, enhancing the player's experience by making it more engaging and satisfying to use.

Interactive Finisher System: Animation Setup and Integration

Creating the finisher sequence involves a seamless collaboration between animation and technical systems to ensure precise, impactful, and smooth execution in-game. The following outlines the integrated process from initial animation setup in Maya to final implementation in Unreal Engine.

Import and Position the Hands and Weapon Rigs:

The process begins by importing the hand and weapon rigs into Maya. These rigs are essential for animating the player’s interactions, providing the foundation for precise and natural movements. Once imported, the hands are adjusted to a position that sets the stage for the slam-down finisher. Careful alignment of the hands and weapon ensures the pose conveys strength and anticipation, setting a powerful tone for the sequence.

Keyframe the Slam Animation:

The animation sequence is crafted through a series of keyframes:

  • Keyframe 1: Tension Building – The cross, attached to the hands, is lifted above the character’s head, signaling readiness for a dramatic attack.
  • Keyframe 2: Impact – The cross slams down into the ground, delivering a powerful, visceral impact. This is the most critical moment, designed to feel explosive and satisfying for the player.
  • Keyframe 3: Transition – The hands and cross move out of frame, transitioning back to the default pistol stance, ensuring a smooth return to regular gameplay.

This keyframe progression ensures the animation is fluid and impactful, maintaining the player’s immersion throughout.

This image shows .....

Import into Unreal Engine and Integrate

In Unreal Engine, the FBX file is imported and referenced against the existing hands and weapon skeletons to maintain compatibility with the game’s asset structure. By avoiding duplicate skeleton imports, the project remains streamlined and efficient. Once imported, the animation is integrated into the Finisher Ability Component, ready for real-time gameplay. The player’s view transitions smoothly into the finisher sequence using a dynamic level sequence, ensuring an immersive and satisfying execution moment.

This comprehensive animation setup, combined with technical integration, results in a polished, seamless finisher system that enhances gameplay and player satisfaction.

This image shows .....

Continue to next Feature

Room & Encounter System