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FREE SOFTWARE GIVEAWAY

We have 4 x Pro Licences (valued at $59 each) for 2d modular animation software Spriter to give away in this Thursday's GDNet Direct email newsletter.


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runevision

Member Since 13 Dec 2004
Offline Last Active Feb 17 2012 10:04 AM

Posts I've Made

In Topic: Semi-Procedural Animation: Locomotion System Released Now

03 November 2008 - 04:23 AM

Quote:
Original post by spookycat
Brilliant. Very inspiring indeed. Will there be a cost to non unity users?
Thanks!

The implemented system is designed for the Unity engine so you can't use it without. The theory behind the system is generally applicable though, so once I've finished writing my Master's Thesis about it, people should be able to read it and implement it for other game engines if they want. It will require some work of course.

Rune

In Topic: Semi-Procedural Animation for Character Locomotion

27 September 2008 - 01:06 AM

Quote:
Original post by Sneftel
Hm... I noticed [a few weird ankle twists] when walking around (with many turns) on the blocks and ramps example, not in the video. Looking over the vid now, I can't find any examples.
Okay, thanks. I'll look out for it. :)

Rune

In Topic: Semi-Procedural Animation for Character Locomotion

26 September 2008 - 09:29 AM

Quote:
Original post by Sneftel
Looks good. A few weird ankle twists-- you might consider overriding the foot plant when the angle between the lower leg and the foot gets above a certain threshold.
Thanks for spotting, and it's a good suggestion. At which times mm:ss in the video can these ankle twists be seen? (I may have gotten a bit blind towards spotting such things after having worked on this system for so long...)

Quote:
BTW, is it just me, or are the arms on that model way out of proportion to his legs?
I've never noticed it (nor have anyone else mentioned it), but you may be right! I can't do much about it though; I didn't create it myself.

Rune

In Topic: Semi-Procedural Animation for Character Locomotion

26 September 2008 - 09:19 AM

Quote:
Original post by jkleinecke
They have a real-time version called 'euphoria' that's been used in the latest GTA and Star Wars games.
Yep, that's true. However, Euphoria is only used in certain moment, for example when characters are hit, fly through a window, are grabbed by "the force" etc. Basically it's "active ragdolls" but not turned on during normal activities such as walking around. (The exception is the "drunken walk" mini-game in GTA but that's not exactly "normal" walking.)

Anyway, the point is that a comparison is a bit out of place since the system shown here is for locomotion (walking and running) while Euphoria is typically turned off during locomotion, so they're used for different things.

Mainstream hype have done a lot to spread misconceptions about what Euphoria actually does though, so many people think it's used for all the animation in the games where it's used.

Rune

In Topic: Semi-Procedural Animation for Character Locomotion

26 September 2008 - 05:10 AM

Quote:
Original post by JPulham
This is awesome! It looks like Lucas arts endorphin. That features procedural animation (muscle based though).
I will watch this with interest :D
Thanks!

As far as I've understood, NaturalMotion's Endorphin is not for real-time animation in games but rather a tool to assist animators while creating animations, so it's a bit difficult to compare.

The system I'm developing is all about real-time animation, and about making the tech *easy* to use set up and require only few animations, so that even indie developers can use it.

Rune

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