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Question by LMC91 · Oct 19, 2015 at 11:47 PM · animation3d modelscharactersinstanceslow poly

Lots of animated Minecraft type characters on mobile

Hi, I have this idea for a game involving a lot of characters in a level, but these characters would be fairly simple in style, basic shapes like a Minecraft character. I was following tutorials on blender on making a character like this that can be animated (https://www.youtube.com/watch?v=TBVnIfcoBhY - check 15 seconds into the video).

After a quick read, I read there was a number of things to be careful about for mobile, like having no more than 30 bones per character, this tutorial ends up having around 45. I plan to make my characters even simpler than this when it comes to the face, like having a few simple planes for the eyes and mouth, but even those I want to be able to animate in some way, but is 45 bones too many? I want to be able to bend the arms and legs and stuff.

The model in the tutorial had 1007 faces, with 2032 tris, though I feel I can easily cut down on that. I plan to have one texture per character.

Even though I want to populate the area with a lot of characters, that are also animated, like walking, I intend to reuse a lot of the same characters, with some just having a different texture. For the areas themselves, they'll be as low poly as I can make. Also not every character will need to be on screen at once.

I'm still new to game development, and Unity, and was going to start creating some of these characters, am I fine to create what was shown in the video? Or is there anything I should think about when creating these models?

Thanks for your time.

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avatar image LMC91 · Mar 18, 2016 at 03:28 AM 0
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Hey, thanks for your reply, Fredex8. The whole face rig and stuff did all seem a bit complicated and stuff, and even then I wasn't completely satisfied with the result, seemed like a lot of work to add even small morphing abilities.

Obviously as the intention is for mobile, it's important to be as light on resources as possible, so I'll take a look into your method of creating a character, little bones as possible and textures for the facial animation. Textures for the face was something I had thought about before, but I'll need to look into how that's done.

The thing about my game is that there isn't really gameplay as such, the fun is in the movement and animations of the character, the characters could walk in certains paths though. I'm even considering just doing it in 2D, but 2d isometric animation, especially doing something like bending an 3d cube arm doesn't seem easy, but I saw a tutorial on png morphing so maybe I'll try that.

Do you recommend rigging my character in Unity? or just use Blender?

I'll continue to look into my options though, thanks again for your time.

avatar image Fredex8 LMC91 · Mar 18, 2016 at 01:37 PM 0
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You could still add some basic facial animation just by having eyes and lips as separate shapes attached to the head that could be rotated, moved up and down etc. The texture option would probably be a bit easier though. Animating the texture would just require telling it to skip to whatever frame of the animation you want for that facial gesture or loading a different position on a sprite sheet may be more efficient.

Whichever way you rig the character you are better off doing it in Blender rather than trying to do it in Unity. I wouldn't even bother with using bones for this though if you want a blocky style of character. I'd just have the lower leg and upper leg as separate objects with the pivot point on the lower leg set to the top of the shape to create a knee joint and the pivot on the upper leg set to the top of its shape to create the hip joint. $$anonymous$$ake the lower leg a parent of the upper and the upper a parent of the torso and so on. Then each object could be rotated on it's local axis in the direction required.

Essentially a bone system is just doing this kind of thing for you anyway but allows it to happen on one big mesh. If your character is made of lots of separate meshes already it is mostly redundant unless you wanted to use the character controller or ragdoll effects. All depends on what sort of style you want I guess.

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Answer by Fredex8 · Mar 17, 2016 at 02:00 PM

That has lots of bones because it is using a face rig which you really do not need for a game. Looks like that is more aimed at creating a Minecraft character for animations rather than using in a game. The mesh is also far more highly tessellated than it needs to be for a simple game.

The Minecraft character could be made using one bone in each arm, one in each leg, one for the neck and connecting them all to a single spine in the torso, perhaps a pelvis too just to act as a controller. Likewise with 6 faces / 12 tris for each. So... 6 or 7 bones and 72 tris. Frankly it is simple enough that you could animate it without bones entirely and just rotate the transform of each limb. Any facial animation you did want you would do by animating the texture applied to it.

If you want the arms and legs to bend on the elbows and knees then add an extra bone each. Still a long way from 30.

I would not use that video as a guide for how to make a Minecraft style character for use in a game as it is clearly not intended for that. Facial animation is significantly more complicated than animating a character's basic movements and likely going to be a waste of time for you as it will be far too costly to use if you have lots of characters in a level.

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