![]() ![]() The legs just do the walking and jumping and such, and totally ignore the aiming. Looking at footage from that game, I think what they did is that the upper and lower body are animated entirely separately and then combined in the game. ![]() An older game that solves this problem, is Abuse (1996). We started by having a look at several other games. Awesomenauts characters don't have bones: the game simply gets a series of frames for each animation and shows those in order. In 2D, however, this is a wholly different story. To make it easier, you might animate the upper body and the legs separately and blend those parts as well. Blending angles of bone-animations is a really simple thing. How does that work? In a 3D game this would be quite straightforward: you just make animations in a couple of directions and blend those. In Awesomenauts we have characters that can aim in all directions.
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