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From the left: Jogging forwards, jogging diagonally left, strafing jog left. The forward jog is captured at an angle as it is more dynamic and shows more movement.As I want the torso to mostly be pointed forwards when moving diagonally and strafing, they end up looking very similar as it is similar movement. Because if the torso isn’t, there really isn’t a reason to have a strafing animation as that would basically be a forwards jog animation at that point, just… sideways.
There were also some blend shape calculations that I had to fix as you see above to the right. So I had to fix some of the math that controls the blend shape, but also look into the bones that are the sources for the numbers the calculations use.
An extreme shoulder-upper arm rotation.Sound planningOutside of the amazing title pun, I have been looking at potential background sounds that can be around the map. Trying to think of what would fit for the different areas and nature. Though what sounds we will be able to get is an issue for later, it gives us an idea of what we want and where. For the most part it was researching Norwegians bird calls and in what areas they prefer, then assigning them to the map areas that make the most sense. Later I will probably go in further detail and section off areas so that you don’t hear birds that don’t like urban areas in the middle of town or something like that.
Tacking Up



The first floor of the main hall has been made smaller to make the outside look like a "Stabbur".
Exterior of the stable





Above is the first iteration of possible playable areas.
Above: sneak peak on zoning
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