Trying to get rid of the paper doll look a little bit and improve my animation. Unfortunately there's a trade-off between smoothness, ability to go off model, and artwork investment. I have two animations below for reference. The old one (below) is using a single texture for the sword and just scaling the bone to get a little faux foreshortening going on. In the new one I have four different textures (flat, sideways, pointing nearer to the camera and pointing further away).
I think it's already an improvement over the former, but at the same time it looks kind of choppy. The only way to fix that is to illustrate more interstitial angles, but then that becomes a HUGE workload with all the weapons I have planned. (
screenshot: 43 of the ~100 weapons planned here)
I suppose it's worth noting that the animation will be sped up 25% on average and even more for quicker weapons, so probably the choppiness won't be as apparent in play.
New
Old
Yeah, I like it!
Uh, maybe. I should say the only Bioshock I've played is Infinite, and I only made it ~20 minutes into Deus Ex: Human Revolution before getting bored. So I'm not even super familiar with either franchise. Then again, I might not have noticed it had you not asked us to look closely.