BLOGS

WORKING WITH ANIMATIONS IN UNITY DOTS

27-12-2021

We are already at devlog number 6! At StickyLock Games we’re all working on Histera, but in vastly different areas and we want to give everyone a chance to share their work! In this devlog we’re taking a deeper into the animations with Kevin.

WORKING WITH ANIMATIONS IN UNITY DOTS

We’re talking to Kevin today, our animation developer for Histera. He is responsible for all technical aspect of implementing the character animations.

Kevin Roelofs || DEVELOPER

“For every action that the characters can do, an animation should convey the impact of that action.For example, when the player shoots with a weapon, the weight and power of each weapon needs to be readable in the motions.”

“There was a lot of trial and error in figuring out how to work with the DOTS compatible Animation Package, because it was an experimental version. We insist on working with it because it provides more performance than the classic approach. Even though there are some examples publicly available, a lot had to be learned through experimentation.”

“For instance: usually a game engine provides a visual node network that can be used to ‘easily’ connect animation clips and specify the condition of when the animation should be played.However, the DOTS Animation Package, does not provide any visualization of the node network, and they all must manually be created, connected, and managed by using code. This means I am mostly working blind and can only see if I set it up correctly in-game.To keep a general overview, I have visually recreated parts of the network with an external diagram editor.”

SEE YOU NEXT WEEK!

 

WISHLIST HISTERA ON STEAM

WORKING WITH ANIMATIONS IN UNITY DOTS

27-12-2021

We are already at devlog number 6! At StickyLock Games we’re all working on Histera, but in vastly different areas and we want to give everyone a chance to share their work! In this devlog we’re taking a deeper into the animations with Kevin.

WORKING WITH ANIMATIONS IN UNITY DOTS

We’re talking to Kevin today, our animation developer for Histera. He is responsible for all technical aspect of implementing the character animations.

Kevin Roelofs || DEVELOPER

“For every action that the characters can do, an animation should convey the impact of that action.For example, when the player shoots with a weapon, the weight and power of each weapon needs to be readable in the motions.”

“There was a lot of trial and error in figuring out how to work with the DOTS compatible Animation Package, because it was an experimental version. We insist on working with it because it provides more performance than the classic approach. Even though there are some examples publicly available, a lot had to be learned through experimentation.”

“For instance: usually a game engine provides a visual node network that can be used to ‘easily’ connect animation clips and specify the condition of when the animation should be played.However, the DOTS Animation Package, does not provide any visualization of the node network, and they all must manually be created, connected, and managed by using code. This means I am mostly working blind and can only see if I set it up correctly in-game.To keep a general overview, I have visually recreated parts of the network with an external diagram editor.”

SEE YOU NEXT WEEK!

 

WISHLIST HISTERA ON STEAM

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