I am currently throwing together a real basic character in Blender and I plan on doing several of your basic animations for a Zelda-like RPG (just to learn the ropes of everything). The character is already rigged and I have made animations before so this thread is not pertaining to how to actually animate. I am looking for information on animation methods. I know (for the most part) there is not a “right or wrong” way to do a lot of different things in game development so I am open to different ideas. I am just looking for something that can get me started.
I guess my first question is; If I have animations such as walking, running, attacking, blocking, climbing, and a few dozen more. What is the preferred method of making animations blend into each other? I can’t imagine needing animations between every different animation like idle and walk (such as the character starting the walk cycle and ending the walk cycle) as well as idle to every other animation. and then animations between the other ones.
Another question; If the character shares some of these animations between different body states (standing, crouching, wielding a weapon, holding an item, etc.) what is a good technique to use to not have to do multiple redundant animations for each? Should I separate animations between body zones? Like upper body and lower body. So if the character is sneaking his lower body is moving but the upper body uses the same arm movement as walking? Or using the lower body animations regardless of whether the character is empty-handed, wielding a weapon, holding an object, etc.?
I am trying to word this to the point where hopefully you can understand what I am getting at but if I am not clear on something, or if I need to attach anything, please let me know. I am also open to email or skype or something if someone is willing to help me out. (I also eventually will want to figure out the blueprint side of all this)
Thanks in advance.