With shadows out of the way my focus has once again shifted fully to Defense of the Citadel. Ghislain finished a second creature recently — an orc, and although he came fully rigged and animated, I chose to redo the process. Not that Ghislain’s work was bad, mind you — quite the opposite, but I felt I could come up with something that would be more tailored toward R5.
R5’s animation system is a bit different than most engine’s. Take Unity, for instance. You drag in an FBX exported at 25 frames per second and it imports it as-is. In order to speed up or slow down the animations you would have to adjust the animations themselves prior to export. (Edit: Neil clarified that you can indeed adjust animation clip’s play speed in Unity) All interpolations between keyframes are also linear-based — which is not noticeable when the framerate is so high. This is how most game engines do things, and it’s not surprising that pretty much all artists are trained to go down that path.
It’s all fine and dandy, and R5 supports all that just fine, with an added benefit of being able to easily slow down or speed up any animation clip at will. But where’s the challenge in that? Sure, anyone can create a 600+ frame animation, but doing more with less has always been the way of R5. Where R5’s animation system truly shines is its ability to create silky-smooth animations with only a couple keyframes by using spline-based keyframe interpolation. The peasant model was an example of that in the past, and it’s exactly that biped that I chose to use for the orc.
With all the standard animations already present (walk, run, several idles, attacks, etc), all I had to do was re-rig the orc with that biped (rigging was done in Blender, but I work with 3ds Max), then adjust individual animations in order to make them more… orc-ish. Somehow along the road I ended up patching the mesh itself here and there, adding triangles here, re-triangulating polygons there… One night turned into two, then three… 5 days later I was content with the result.
72 frames of animation in total that contain: looping idle, 5 active idles, walk, run, enter combat, combat idle, leave combat, 4 different attacks, dodge, block, hit, death, and 2 poses affecting hands (holding a weapon, holding a torch). 21 animations, 72 frames, and the animations feel more fluid than what was accomplished with 10 times the number keyframes.
One last neat feature. I didn’t want to modify all 72 frames to make them “orc-ish”. I instead took the first frame (starting idle) and modified it with how it would be if I was animating a hunched-over muscled orc rather than a skinny peasant, saving it as the very last frame. I then simply calculate the difference between the first frame and the last frame when loading the skeleton and apply this difference to each keyframe. End result? Hunched-over orc with no additional work.
Work smart, not hard, right?

Final model, rigged and animated, with armor pieces all being attachable objects using a separate texture I created, complete with a color mask that allows the material color to only affect a part of the texture rather than the whole.