• 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
RobMaddison

Animation reference position

3 posts in this topic

Happy new year to everyone..

This is something of a preference question I guess, but when you have, say, a walking animation, should you export the animation from the modelling software (or wherever) with a fixed position or should it contain the actual positions of the subject throughout the animation clip?

I can see merits in both, but either way you would need to store, for each frame, the actual position of the person so you can calculate its whereabouts for collision detection and, in the case of static animations, where to place it during the cycle so footsteps don't slide.

Is there an industry standard?
0

Share this post


Link to post
Share on other sites

Hello there.

the animation should be inplace mode does not move, so the walk cycle would stay in the centre walk on spot.

or how would you know where it is.

0

Share this post


Link to post
Share on other sites

That is an interesting question and it depends on personal preference. I use root bone offset, because it carries additional information.

 

From what I've seen, most indie games have the animation in-place, with the physics engine controlling player movement and adjusting animation speed. This way the character moves with constant speed (or accelerates, but smoothly) and the animation speed is set so that feet almost don't slide. The player controls will feel nice in fast gameplay and visuals will look good.

 

On the other hand, imagine a zombie. He is limps and moves forward only half of the time (because he can only move one leg). The movement will not be smooth and the collision volume will have to move according to the limping. It is trivial to animate in 3d package, but not easy to describe in physics. For that reason let's not keep the root bone at zero, but animate it properly. Having this movement offset data in animation clip, you can extract velocity and apply it to physics engine. So it is the reverse situation: instead of physics driving animation speed, now (blended) animation drives physics velocity, allowing much more complex types of walking movement and with 'perfect' sticky feet.

Some tuning might be needed however to make sure the character feels right when controlled - for example this zombie might be terrible unless you blend the animations to allow smoother walking at low speed.

1

Share this post


Link to post
Share on other sites

That is an interesting question and it depends on personal preference. I use root bone offset, because it carries additional information.

 

From what I've seen, most indie games have the animation in-place, with the physics engine controlling player movement and adjusting animation speed. This way the character moves with constant speed (or accelerates, but smoothly) and the animation speed is set so that feet almost don't slide. The player controls will feel nice in fast gameplay and visuals will look good.

 

On the other hand, imagine a zombie. He is limps and moves forward only half of the time (because he can only move one leg). The movement will not be smooth and the collision volume will have to move according to the limping. It is trivial to animate in 3d package, but not easy to describe in physics. For that reason let's not keep the root bone at zero, but animate it properly. Having this movement offset data in animation clip, you can extract velocity and apply it to physics engine. So it is the reverse situation: instead of physics driving animation speed, now (blended) animation drives physics velocity, allowing much more complex types of walking movement and with 'perfect' sticky feet.

Some tuning might be needed however to make sure the character feels right when controlled - for example this zombie might be terrible unless you blend the animations to allow smoother walking at low speed.

 

That makes perfect sense, thanks.  I've already started to save my animations with root bone offset too.

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