Description
Replace the MainBoss enemy with improved version
Acceptance Criteria
- Require little configuration out of the box
- Not dependent on external dependencies to manage its state
- More fluid set of animations
- Are registerable to the SceneEnemyController
- Makes use of IK when needed
Methods
Follow this 'suggested' workflow:
- Draw behaviour diagram
- Imlement behaviour tree actions
- Outline the animation flow for the character
- Collect and set animations
- Apply relevant rigging and IK handling
Suggested handling of IK rigging
- Let the AnimationRigController manage the weight of the RigLayers
- Seperate the rig layer from arms, head, torso, legs and weapon
- The animation clips 'exclusively' control the constaint weights (avoid having the clips control the rig layer weights to avoid excessive reworking)
- To programatically control certain IK behaviour through a script, logic should only be invoked through the Animation Recievers. This ensures that the timing for programmatic events are timed to animations rather than specific timers
Description
Replace the MainBoss enemy with improved version
Acceptance Criteria
Methods
Follow this 'suggested' workflow:
Suggested handling of IK rigging