Creating Animation in Harmony
When creating character rigs and animation for games, there are a few things to think about before you get started. Artists and programmers should work together to make sure their needs are met.
|•||What platform will your game be going on? Windows, Mac, Mobile, iOS, PS, XBOX, etc.|
|•||What game engine will you be using?|
|•||What is the style of the game? Hand drawn, cut-out, with textures, etc.|
These are just a few of the questions you need to answer before getting started. They all have an impact on how you design, build, and animate your characters.
For example, if you’re planning a mobile game for smart phones, then you will most likely want to keep your game under 50 MB, so it can be downloaded without having to be on Wi-Fi. In that case, your most important consideration is to create efficient characters with very tight sprite sheets and reuse a lot of the animation to keep the file sizes small. During the process, you will need to:
|•||Rig and animate characters in Harmony|
|•||Extract out the Harmony data|
|•||Import the Harmony data into the game engine|
This guide covers the entire process, including how to import the data into Unity. Keep in mind, if you’re working with a custom engine, you can also process the Harmony data that’s exported and use it in a custom game engine. If you need assistance with adapting data for your engine, please contact email@example.com.
If you’re making a game for consoles, like the PS or XBOX, then you have the freedom to create larger textures. You may want to animate frame-by-frame, or you may want to animate with a cut-out character. You can feel free to follow the flow in this guide if you want to extract the Harmony data.
If you are simply going to export on a frame-by-frame sequence, then you can use all of Harmony’s tools without limitations. You can then process an exported image sequence into a sprite sheet. Harmony can easily support this process as well, though it will not be explained in this guide as there are no special guidelines required.