by Bernhard Klemenjak
Animations bring the game character to life. But it’s not enough to create some animations and play them timed according to the current situation. Whether standing, running or jumping – each movement of the character should look real and be played in good coordination with the others. This gets even more difficult when the transition to jumping or running needs to be calculated. Additionally, actions like holding a lantern (while jumping around of course) and even more things need to be computed.
The animations need to look smooth, which means that extra frames are calculated between the 24 fps, which were animated by the 3D artist, so that a flowing transition of animations is achieved at 60 fps. And most importantly, all this needs to happen in real-time, to make it a truly enjoyable trip to the swamp.