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Found 206 results

  1. Hey everyone.I have issues with displaying bones in a Scene.OS X 10.14.5Unity 2019.1.10f1Installed packages:2D animation2D IK2D Pixel Perfect2D PSD Importer2D SpriteShapeI do according to the instructions, like in the videos:Video 1Video 2Process:1. Copy PSB file to Assets directory2. Open in Sprite Editor3. Add bones4. Create Auto Geometry5. Click ApplyAnd here I have issues: when dragging PSB into Scene, bones are not displayed in Scene.They are displayed randomly when I click on the Scene. Because of this, I can't edit the animation.Tell me what's the matter? How can i solve this? How the bones make visible?On the video I show what's the matter (image for example): --And i see in Hierarchy: blue man icon have white list. What does it mean?
  2. Full Body Performance Capture Data Streamed Directly Into Game Engines, New File Formats Added; Live Booth Demo at SIGGRAPH 2019 LOS ANGELES, Calif. – SIGGRAPH – July 29, 2019 – Vicon today announces the upcoming release of Shōgun 1.3, the latest addition to its industry-leading performance capture platform for entertainment, including games and VFX. Shōgun 1.3 introduces the world's most precise finger solving, enabling artists to create and see fully animated characters in real-time, saving both time and money. Users will also be able to stream their own characters directly into game engines, and support for the Universal Scene Description (USD) format has been added, opening the door to mobile devices and augmented reality. The addition of the new finger solving in Shōgun 1.3 means that users can record the entire body – from skeletal movements to the smallest hand gestures – for use in projects ranging from Hollywood blockbusters to AAA games. To create this highly sophisticated finger solving, Vicon partnered with Framestore, the Academy Award-winning VFX studio whose resume includes films like Gravity, Blade Runner 2049 and Spider-Man: Far From Home. “For several years we’ve worked with Vicon on a host of projects, so the opportunity to work with their team to address something that artists have been waiting on for years was an easy decision,” said Richard Graham, Framestore’s virtual production supervisor. “We have already successfully deployed it on a number of projects, and given that it is part of the whole-body solve, it fits straight into our real-time and offline pipelines." For more than 18 months, Vicon and Framestore worked to perfect Shōgun’s finger tracking, based on a dense 58-marker set capable of tracking finger and knuckle movements. Users can choose a reduced set to animate the fingers; that data can then be combined in real-time with a user’s digital rig, producing a fully animated digital character capable of intricate movements, from writing a letter to playing an instrument. A process that used to take weeks of painstaking animation can now be done instantly. “Capturing full five-finger motion capture data has been at the top of customers’ wish lists,” said Tim Doubleday, Vicon product manager. “This is a milestone for Vicon and motion capture.” New Retargeting Pipeline for Game Engines Along with finger solving, Shōgun 1.3 grants users the ability to record data directly into a game engine – including both Unity and Unreal Engine 4 – without the need for third-party packages. Shōgun users can retarget a performance onto any FBX skeleton in Shōgun, and within seconds see an animated version of their character, adding full performance digital avatars in the game engine. Through virtual production workflows, users can then change settings on the fly and alter the scene in real-time as needed. This allows for a new form of film and game development, delivering intricate and realistic projects in a fraction of the time. New File Formats Shōgun 1.3 is now the only motion capture platform on the market that can export skeletal data using the new Universal Scene Description (USD) format, a file type currently used by major VFX companies around the world, including ILM, Framestore and Pixar. By using the USD format, Shōgun 1.3 can export data directly to iOS devices, giving users the ability to view Vicon’s data directly on an Apple device, while also supporting Apple’s new AR kit technology for use in augmented reality. Shōgun Live & Post Highlights Shōgun Live users will find several improvements to the overall functionality, including multi-machine support, allowing scaling of processes across multiple PCs and improving performance for large captures. The addition of “camera mask painting” also means users can block out background noises like reflective objects and additional light sources. Shōgun Post will feature a new gap list function, allowing users to first identify individual users and then separate a single performer. From there, Shōgun will identify any gaps in the performer’s movements and automatically fill them in based on the expected movement. A waving hand missing a marker on a finger will add that finger or a gap in a moving fist will be filled, all without forcing artists to spend precious time individually filling in these gaps one by one. Shōgun 1.3 Showcased at SIGGRAPH At SIGGRAPH 2019, Vicon will demonstrate the Shōgun platform by letting people direct their own animated movie starring live actors, all in real-time. The actors will work with the attendees while utilizing the latest virtual production tools, including real-time capture from Apple’s new AR Kit technology. All data will be captured in Shōgun 1.3 and streamed into Epic Games’ Unreal Engine. The actors will appear as animated characters, with digital assets added to the scene courtesy of the Epic Marketplace. Something that normally takes weeks or months can now be done instantaneously. Vicon will host its interactive SIGGRAPH demo July 30 – August 1, with sessions taking place at Vicon’s booth #741 throughout the day. Between sessions, Vicon’s Tim Doubleday will offer a closer look at the new tools, with scheduled demos taking place on Tuesday and Wednesday at 4 p.m., and Thursday at 2:30 p.m. Availability Shōgun 1.3 is currently in closed beta, with a roster of users that includes Electronic Arts, Framestore, ILM, Pixar, Ubisoft and more. The beta will be available to the public in September, with the full version expected later this year. About Vicon Academy Award-winning Vicon is the world’s largest supplier of precision motion capture and tracking systems. It serves customers in the CG animation, object-tracking, virtual and augmented realities, engineering, biomechanics, sports and clinical sciences arenas. Vicon is a subsidiary of Oxford Metrics (LSE: OMG), the international software company servicing government, life sciences, entertainment and engineering markets. Other holdings include Yotta, a provider of software and services for infrastructure asset management. Amongst many others, Vicon global clients include: Entertainment: Framestore, Audiomotion, The Imaginarium, Quantic Dream, Ninja Theory, Konami, Activision, Sony, Dreamworks, ILM, USC, EA, Capture Lab, CD Projekt, Digic Pictures, IO Interactive, Creative Assembly, Plarium Games, Mocap Lab, Seasun VR: Artanim, VR Tech, Dreamscape VR, Canon, Samsun
  3. Full Body Performance Capture Data Streamed Directly Into Game Engines, New File Formats Added; Live Booth Demo at SIGGRAPH 2019 LOS ANGELES, Calif. – SIGGRAPH – July 29, 2019 – Vicon today announces the upcoming release of Shōgun 1.3, the latest addition to its industry-leading performance capture platform for entertainment, including games and VFX. Shōgun 1.3 introduces the world's most precise finger solving, enabling artists to create and see fully animated characters in real-time, saving both time and money. Users will also be able to stream their own characters directly into game engines, and support for the Universal Scene Description (USD) format has been added, opening the door to mobile devices and augmented reality. The addition of the new finger solving in Shōgun 1.3 means that users can record the entire body – from skeletal movements to the smallest hand gestures – for use in projects ranging from Hollywood blockbusters to AAA games. To create this highly sophisticated finger solving, Vicon partnered with Framestore, the Academy Award-winning VFX studio whose resume includes films like Gravity, Blade Runner 2049 and Spider-Man: Far From Home. “For several years we’ve worked with Vicon on a host of projects, so the opportunity to work with their team to address something that artists have been waiting on for years was an easy decision,” said Richard Graham, Framestore’s virtual production supervisor. “We have already successfully deployed it on a number of projects, and given that it is part of the whole-body solve, it fits straight into our real-time and offline pipelines." For more than 18 months, Vicon and Framestore worked to perfect Shōgun’s finger tracking, based on a dense 58-marker set capable of tracking finger and knuckle movements. Users can choose a reduced set to animate the fingers; that data can then be combined in real-time with a user’s digital rig, producing a fully animated digital character capable of intricate movements, from writing a letter to playing an instrument. A process that used to take weeks of painstaking animation can now be done instantly. “Capturing full five-finger motion capture data has been at the top of customers’ wish lists,” said Tim Doubleday, Vicon product manager. “This is a milestone for Vicon and motion capture.” New Retargeting Pipeline for Game Engines Along with finger solving, Shōgun 1.3 grants users the ability to record data directly into a game engine – including both Unity and Unreal Engine 4 – without the need for third-party packages. Shōgun users can retarget a performance onto any FBX skeleton in Shōgun, and within seconds see an animated version of their character, adding full performance digital avatars in the game engine. Through virtual production workflows, users can then change settings on the fly and alter the scene in real-time as needed. This allows for a new form of film and game development, delivering intricate and realistic projects in a fraction of the time. New File Formats Shōgun 1.3 is now the only motion capture platform on the market that can export skeletal data using the new Universal Scene Description (USD) format, a file type currently used by major VFX companies around the world, including ILM, Framestore and Pixar. By using the USD format, Shōgun 1.3 can export data directly to iOS devices, giving users the ability to view Vicon’s data directly on an Apple device, while also supporting Apple’s new AR kit technology for use in augmented reality. Shōgun Live & Post Highlights Shōgun Live users will find several improvements to the overall functionality, including multi-machine support, allowing scaling of processes across multiple PCs and improving performance for large captures. The addition of “camera mask painting” also means users can block out background noises like reflective objects and additional light sources. Shōgun Post will feature a new gap list function, allowing users to first identify individual users and then separate a single performer. From there, Shōgun will identify any gaps in the performer’s movements and automatically fill them in based on the expected movement. A waving hand missing a marker on a finger will add that finger or a gap in a moving fist will be filled, all without forcing artists to spend precious time individually filling in these gaps one by one. Shōgun 1.3 Showcased at SIGGRAPH At SIGGRAPH 2019, Vicon will demonstrate the Shōgun platform by letting people direct their own animated movie starring live actors, all in real-time. The actors will work with the attendees while utilizing the latest virtual production tools, including real-time capture from Apple’s new AR Kit technology. All data will be captured in Shōgun 1.3 and streamed into Epic Games’ Unreal Engine. The actors will appear as animated characters, with digital assets added to the scene courtesy of the Epic Marketplace. Something that normally takes weeks or months can now be done instantaneously. Vicon will host its interactive SIGGRAPH demo July 30 – August 1, with sessions taking place at Vicon’s booth #741 throughout the day. Between sessions, Vicon’s Tim Doubleday will offer a closer look at the new tools, with scheduled demos taking place on Tuesday and Wednesday at 4 p.m., and Thursday at 2:30 p.m. Availability Shōgun 1.3 is currently in closed beta, with a roster of users that includes Electronic Arts, Framestore, ILM, Pixar, Ubisoft and more. The beta will be available to the public in September, with the full version expected later this year. About Vicon Academy Award-winning Vicon is the world’s largest supplier of precision motion capture and tracking systems. It serves customers in the CG animation, object-tracking, virtual and augmented realities, engineering, biomechanics, sports and clinical sciences arenas. Vicon is a subsidiary of Oxford Metrics (LSE: OMG), the international software company servicing government, life sciences, entertainment and engineering markets. Other holdings include Yotta, a provider of software and services for infrastructure asset management. Amongst many others, Vicon global clients include: Entertainment: Framestore, Audiomotion, The Imaginarium, Quantic Dream, Ninja Theory, Konami, Activision, Sony, Dreamworks, ILM, USC, EA, Capture Lab, CD Projekt, Digic Pictures, IO Interactive, Creative Assembly, Plarium Games, Mocap Lab, Seasun VR: Artanim, VR Tech, Dreamscape VR, Canon, Samsun View full story
  4. Hello, I need a team to work on a project, its a game about a boy who lost his dog then he will go through the forest to find his dog. I’m looking for an Art-Designer & a Sound-Designer,(maybe something else). -if someone is interested or need other info, please comment down below -My E-mail: yahia_gueddoud@icloud.com
  5. THE PROJECT INT is a 3D Sci-fi RPG with a strong emphasis on story, role playing, and innovative RPG features such as randomized companions. The focus is on the journey through a war-torn world with fast-paced combat against hordes of enemies. The player must accomplish quests like a traditional RPG, complete objectives, and meet lively crew members who will aid in the player's survival. Throughout the game you can side and complete missions through criminal cartels, and the two major combatants, the UCE and ACP, of the Interstellar Civil War. Please note that all of our current positions are remote work. You will not be required to travel. For more information about us, follow the links listed below. INT Official website IndieDB page Also follow social media platforms for the latest news regarding our projects. Facebook Twitter 3D Animator We are looking for an Animator to join the Art team to rig characters and create animations for the game. You will be collaborating with fellow members of the team, and need to follow instructions from the Project Lead and the Animation Lead in crafting smooth, flowing animations. Your duties include: 1. Create rigs to be used for animations. 2. Skin 3D models to rigs. 3. Contribute to constructive team discussions. 4. Attend regular team meetings. REQUIREMENTS To be successful in this position, following requirements apply: 1. Have working knowledge of 3D animation suites. 2. Understand import/export requirements for Unity Engine integration. 3. Excellent self-management skills. 4. Excellent attention to detail. 5. Excellent communication skills. Satisfaction of the follow requirements are preferred, but not essential: 6. Knowledge of the Unity Engine UMA character creation system would be an advantage. OTHER OPEN POSITIONS Unity Engine Programmer Website Manager 3D Character Modeler 3D Environment Modeler REVENUE-SHARE This is a great opportunity to get into the game development industry. Being an Indie team we do not have the creative restrictions often imposed by publishers or other third parties. We are extremely conscientious of our work and continuously uphold a high level of quality throughout our project. We are unable to offer wages or per-item payments at this time. However revenue-sharing from crowd-funding is offered to team members who contribute 15-20 hours per week to company projects, as well as maintain constant communication and adhere to deadlines. Your understanding is dearly appreciated. TO APPLY Please send your Cover Letter, CV, Portfolio (if applicable), and other relevant documents/information to this email: JohnHR@int-game.net Thank you for your time! Please feel free to contact me via the email provided should you have any questions or are interested to apply for this position. We look forward to hearing from you! John Shen HR Lead Starboard Games LLC
  6. An Aspie Life Beginnings Introduction An Aspie Life Beginnings An Aspie Life Beginnings is the prequel to An Aspie Life. Set 9 years before the OG game. Telling the story of how Thales and Aislin first met. The An Aspie Life series is all about autism and trying to recreate what it is like to live with autism. This is done through the innovative mechanics, gameplay, style and sound. For the prequel, you will be able to choose between 3 characters to see their perspective on the world. The story in more detail “Winter, it’s cold… very cold. The coldest on record! Some say that winter is the season of death. I guess that’s true, but the white blanket that falls on the world. Is a canvas waiting to be carved. This town is full of story’s, A towns lifeline is it's populating. There are mystery’s waiting to be solved, broken dreams and fortunes waiting to be resurrected. And in the middle of it all… was us. 3 kids who stumbled into an adventure we never saw coming.” - Aislin Links OG Game on steamhttps://store.steampowered.com/app/786410/An_Aspie_Life/ Twitter https://twitter.com/mebradhen/status/1008590654853640195 FaceBook https://www.facebook.com/TheAspiegame/ Website https://mebradhen.github.io/index.html Music A sample of what the music is like. OST by Joe Watson Love some feedback, would really appreciate it! 365 days ago, An Aspie Life was released into the wild! So, on this first anniversary, I want to say thank you to all of you who followed that and the upcoming games development and of course played it. So, Thank you! Well hey there again! For this weeks #screenshotsaturday i finished the school and its background! One thing I have learnt over this project so far, is that good art takes time. What I mean is my vision of the game is… VERY BIG! And as such the amount of backgrounds and detail I have to draw is far greater than the first time. So, it feels like it’s taking 3 times as long… and it because there is 3 times the amount of work with 3 times more detail. Regardless I’m picking away at it when I can between uni and slowly it’s starting to take form. Now I’ve started work on the outside playground for the school and some of the characters that will populate it. See ya next week!