The thesis researches the process of creating animation for 3D models and their integration into video games. It delves into several work methods that can yield quality results and describes their usage on practical examples. It also gets into VFX and physics simulations of rigid body dynamics. The finished product covers all the main areas of animation that can be found in video games. Creating a suitable 3D mesh and animating in Blender, usage of various animation sources, transitioning from Blender to the Unity game engine, setting up the player character in third person, scripting, particle systems, shaders for animating textures, sprite-sheet animations and a destructible environment with physics simulation.
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