• Announcements

    • khawk

      Download the Game Design and Indie Game Marketing Freebook   07/19/17

      GameDev.net and CRC Press have teamed up to bring a free ebook of content curated from top titles published by CRC Press. The freebook, Practices of Game Design & Indie Game Marketing, includes chapters from The Art of Game Design: A Book of Lenses, A Practical Guide to Indie Game Marketing, and An Architectural Approach to Level Design. The GameDev.net FreeBook is relevant to game designers, developers, and those interested in learning more about the challenges in game development. We know game development can be a tough discipline and business, so we picked several chapters from CRC Press titles that we thought would be of interest to you, the GameDev.net audience, in your journey to design, develop, and market your next game. The free ebook is available through CRC Press by clicking here. The Curated Books The Art of Game Design: A Book of Lenses, Second Edition, by Jesse Schell Presents 100+ sets of questions, or different lenses, for viewing a game’s design, encompassing diverse fields such as psychology, architecture, music, film, software engineering, theme park design, mathematics, anthropology, and more. Written by one of the world's top game designers, this book describes the deepest and most fundamental principles of game design, demonstrating how tactics used in board, card, and athletic games also work in video games. It provides practical instruction on creating world-class games that will be played again and again. View it here. A Practical Guide to Indie Game Marketing, by Joel Dreskin Marketing is an essential but too frequently overlooked or minimized component of the release plan for indie games. A Practical Guide to Indie Game Marketing provides you with the tools needed to build visibility and sell your indie games. With special focus on those developers with small budgets and limited staff and resources, this book is packed with tangible recommendations and techniques that you can put to use immediately. As a seasoned professional of the indie game arena, author Joel Dreskin gives you insight into practical, real-world experiences of marketing numerous successful games and also provides stories of the failures. View it here. An Architectural Approach to Level Design This is one of the first books to integrate architectural and spatial design theory with the field of level design. The book presents architectural techniques and theories for level designers to use in their own work. It connects architecture and level design in different ways that address the practical elements of how designers construct space and the experiential elements of how and why humans interact with this space. Throughout the text, readers learn skills for spatial layout, evoking emotion through gamespaces, and creating better levels through architectural theory. View it here. Learn more and download the ebook by clicking here. Did you know? GameDev.net and CRC Press also recently teamed up to bring GDNet+ Members up to a 20% discount on all CRC Press books. Learn more about this and other benefits here.
Sign in to follow this  
Followers 0
karysanger

Animated Spider (IK)

2 posts in this topic

Greetings everyone,

I decided to study some new techniques so I started a new project which is inspired by this interesting application:
[media]http://www.youtube.com/watch?v=Ejr92D_C67g[/media]

Here's what i wanna do. Model (3dsmax) a six or eight-legged creature (texture, material, etc.), rig it and export it to a test application (OpenGL or DirectX, C++). I want the spider to walk on dynamically generated terrain (e.g., heightmap), which means the locations of the spider legs must be caculated in real-time as the spider follows an interactive path.

Im looking for example solutions, suitable APIs, hints, links, etc., anything bascially that would help me to get started and "build a bridge" between max bones and an IK solver in my own environment.

Thanks in advance!

PS.: If this thread doesn't belong here, please let me know or relocate.
0

Share this post


Link to post
Share on other sites
Hi karysanger.
Did you got any progress?
I was thinking aboud doing something similar to what you told.
But I'm in same situation by not knowing where to start.
Can you point me some directions please? maybe we can help ourserlves in the way.

Thanks in advance.

Att

codigoalvo
0

Share this post


Link to post
Share on other sites
Here is an idea similar to spores procedural animation system (google for spore for more detailed informations):

This approach uses a particle system with simple constraints instead of more advanced and more expensive calculations (jacobian approach).

Let's take the spider as example, we add two particles and a simple constraint:
1st paricle is the end of the leg, 2nd particle is the joint leg-to-body.
Now add a simple constraint like the distance between these two points should be inbetween the range [s,t]. Now you need to do this for all legs and for all joints on the body (foot-body, body-center).This represents a simplified skeleton of your render skeleton consisting of particles.

Now you need to add external constraints, ie the placement of the feets is a fix contraint (foot particle needs to be at position X,Y,Z).

The next step is to optimize the particles, so that all constrains are (almost) met. This is done by calculating a movement vector for each particle depending on the constaints. A foot particle is fix, so every movement is nullified. A leg-body particle depends on atleast two constrains (foot-body and body-center). If a constraints failed, you need to calculate a movement that the particle either moved towards the other particle (in case of distance(p1,p2)>constraint.max_distance)) or away from the particle (in case of distance(p1,p2)<constraint.min_distance). After calculating all delta movement vectors (1 stage), apply them to the particles (2 stage).

Continue this iterations until all constraints are valid or a threshold is reached (ie 500 iterations).

In our spider example the body particles will move according to the position of the fix feet particles.

The next step is to map the reduced particle skeleton to the real animation skeleton. This can be done in a similar way. Each leg ie consist of 4 animation bones. We know the position of the first bone origin and the last feet position. Each joint will be a particle and the process is repeated for each bone chain not covered by the first particle skeleton.

You could put all joints from the beginning into a huge particle system, but this would be quite slow, because you have a huge number of contraints to resolve. The two step approach helps performance, especially if you have more than one character running around.

I hope that it gives you a general idea to solve such a system with the help of a particle system.
0

Share this post


Link to post
Share on other sites

Create an account or sign in to comment

You need to be a member in order to leave a comment

Create an account

Sign up for a new account in our community. It's easy!


Register a new account

Sign in

Already have an account? Sign in here.


Sign In Now
Sign in to follow this  
Followers 0