Bulbasaur's Vine Whip
A downloadable animation
Introduction
My name is Ella Grunberger, I’m in my third and final year studying The Art of Computer Animation at Escape Studios. I have not made a game animation sequence before, I have mostly done animations for short films, and though I have followed tutorials previously for animation blueprints to test the workflow I have not implemented my own set of animations and rendered them in Unreal before.
I thought that the animations that are in the Pokémon games are a bit simplistic and boring and relied a lot on vfx. So, my main objective for this project was to make a working set of game-ready animations for a bulbasaur character, for an idea of a pokemon game I'd like to play, a little like Pokémon Legends: Arceus or Pokémon Snap, but maybe where it is more open-world rpg, less turn-based and a bit different, allowing for longer more complex animation sequences.
I had intentions to include a more complex charge state, and an idle variation, ( I have included links to very rough first pass blockings of idle variation and my original idea for the charge state in my documentation if interested) . However, close to the deadline my external hard drive containing my latest files for the project got wiped and I got set back quite a bit recovering the files and re-doing a lot of the progress I had made so I ended up priorisiting the attack sequence and polishing those instead.
Install Instructions:
After opening the project in Unreal, it should open and automatically find everything. The sequence used showing all the animations is called ShotSequence if needed to scrub through.
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