• Advertisement

Search the Community

Showing results for tags 'Animation'.



More search options

  • Search By Tags

    Type tags separated by commas.
  • Search By Author

Content Type


Categories

  • Audio
    • Music and Sound FX
  • Business
    • Business and Law
    • Career Development
    • Production and Management
  • Game Design
    • Game Design and Theory
    • Writing for Games
    • UX for Games
  • Industry
    • Interviews
    • Event Coverage
  • Programming
    • Artificial Intelligence
    • General and Gameplay Programming
    • Graphics and GPU Programming
    • Engines and Middleware
    • Math and Physics
    • Networking and Multiplayer
  • Visual Arts
  • Archive

Categories

  • News

Categories

  • Audio
  • Visual Arts
  • Programming
  • Writing

Categories

  • GameDev Unboxed

Categories

  • Game Dev Loadout

Categories

  • Game Developers Conference
    • GDC 2017
    • GDC 2018
  • Power-Up Digital Games Conference
    • PDGC I: Words of Wisdom
    • PDGC II: The Devs Strike Back
    • PDGC III: Syntax Error

Forums

  • Audio
    • Music and Sound FX
  • Business
    • Games Career Development
    • Production and Management
    • Games Business and Law
  • Game Design
    • Game Design and Theory
    • Writing for Games
  • Programming
    • Artificial Intelligence
    • Engines and Middleware
    • General and Gameplay Programming
    • Graphics and GPU Programming
    • Math and Physics
    • Networking and Multiplayer
  • Visual Arts
    • 2D and 3D Art
    • Critique and Feedback
  • Topical
    • Virtual and Augmented Reality
    • News
  • Community
    • For Beginners
    • GameDev Challenges
    • GDNet+ Member Forum
    • GDNet Lounge
    • GDNet Comments, Suggestions, and Ideas
    • Coding Horrors
    • Your Announcements
    • Hobby Project Classifieds
    • Indie Showcase
    • Article Writing
  • Affiliates
    • NeHe Productions
    • AngelCode
  • Workshops
    • C# Workshop
    • CPP Workshop
    • Freehand Drawing Workshop
    • Hands-On Interactive Game Development
    • SICP Workshop
    • XNA 4.0 Workshop
  • Archive
    • Topical
    • Affiliates
    • Contests
    • Technical
  • GameDev Challenges's Topics

Calendars

  • Community Calendar
  • Games Industry Events
  • Game Jams
  • GameDev Challenges's Schedule

Blogs

There are no results to display.

There are no results to display.

Developers

Developers


Group


About Me


Website


Industry Role


Twitter


Github


Twitch


Steam

Found 92 results

  1. Caustics Generator 5.0 Available

    Spectral rendering enters the computer graphics world. After a period with not that many feature improvements, Dual Heights Software have now finally released a new major version of their water texture generator software called Caustics Generator. The new version includes full spectrum color rendering allowing the simulation of spectral refraction which produces prismatic coloring effects and thus bringing caustics simulation to a new level. The spectral functionality is available in the Pro version on both Windows, Mac and Linux. Read more about the Caustics Generator at https://www.dualheights.se/caustics/
  2. Caustics Generator 5.0 Available

    Spectral rendering enters the computer graphics world. After a period with not that many feature improvements, Dual Heights Software have now finally released a new major version of their water texture generator software called Caustics Generator. The new version includes full spectrum color rendering allowing the simulation of spectral refraction which produces prismatic coloring effects and thus bringing caustics simulation to a new level. The spectral functionality is available in the Pro version on both Windows, Mac and Linux. Read more about the Caustics Generator at https://www.dualheights.se/caustics/ View full story
  3. The making of a BIZARRE video!

    Servus! The new sprint starts today. During the last 5 weeks, we built a lot of 3D furniture for Clearwater’s apartment. We UWV Unwrapped the furniture, i.e. his home office, his kitchen (see pic below, WIP), etc. and we'll now continue with their texturing. The video is taking place in Clearwater’s apartment, where he’ll face his first bizarre visions. That’s why we want it cozy there. 😉 Furthermore, we implemented a player controller in C++ to control the movement of the player actor. The UI for the player control is made with Blueprints as you can see in the pic below. You’ll find the finished control elements in the new video. For the player controller we had to implement touch bindings (a link between the user interaction and the code) to analyze the touch gesture in order to decide which action the player wants to evoke. Additionally, the player controller provides a bunch of useful information that can be consumed by the UI to visualize the action. Based on the users’ gesture, the player controller rotates the camera or initiates navigation command to make the player move in direction to the 3D world position that matches the 2D touch coordinate. The UI uses Blueprints driven by the provided values from the player controller to display the corresponding visual elements and trigger animations. We also improved all animations that Clearwater is supposed to perform during the new video, i.e. the shooting animation, the walking and running animation. What we haven’t finished yet! On our mobile phones, we found some ‘inhuman bugs’. What does that mean? It’s quite difficult to make a thousands of polygons to look like a realistic human. The movement, the textures, the light, the skin, the face, etc. So, we need to fix all ‘inhuman inconsistencies’ of main-character Charly Clearwater. 😉 After the upcoming 4 weeks, we want to have him ready for the video. The evil power behind Clearwater’s head shot and his bizarre visions and dreams, the dark might behind these 13 bizarre wishes that Clearwater is going to fulfill during the game, is a queen of an Ancient Egypt culture. She wants Clearwater to set her free to take control of all humans on earth. We’ll create a new, a so far undiscovered Ancient Egypt culture that is using an own Scripture, an own language, own rituals and insignia, and so on. We’ll publish some drawings as a draft for our later modeling and realization of this might. The book BIZARRE Episode I is half written. The 5th bizarre dream is almost written down. When the writing of this book is finished, we’ll start to plan and arrange all game elements and game scenes that are planned to be realized in the final game. Of course, we intend to publish the rough structure of the game for you to see. We published a first reading sample of the book BIZARRE Episode I (in German). You can find the link below. C u in 4 weeks! :-)
  4. SFX Punch Sound Effects

    Hi there ! Do you need Punch Sounds for your project ? Have you ever thought of making them yourself ? Check out my new Youtube video where I show you how to create your own Punch Sounds ! More punch sounds coming up on http://www.ogsoundfx.com
  5. So I have probably common question but somehow I got stuck and need a little help. I managed to glue together skinned character animation player in C++/OpenGL (though it really does not matter). As an input I use MD5 (3d models from Doom) and Spine2d (2d animations in JSON). Everything works like a charm, with full blend tree support, skeleton deforming on GPU by supplied positions and quaternions, just like mama tough us with MD5. The problem started when I tried to add a proper animation from root bone: To make blending between 2 animations a bit better, I had to remove the root bone rotation and position so the bones will "morph" more locally - otherwise If I mix animations '90 degree rotating' with 'standing still' the bones would be placed in bad positions. This is because positions are lerped, so they move on straight line. At the end of animation I just add the root bone to the whole skeleton and everything looks fine. This also served as a base to object moving. As we all know, after the walk cycle such animation will pop to the start position. Unfortunately, to make object move, I can't just add the animation delta at the end of the cycle. This is because if I change the animation weight, the end position will get weighted too. I just checked the Doom3 source code and it looks like they are storing animation delta of the full step, but maybe it is for evaluating where the animation will end up (AI and such). For now I assumed that I just need position. I store the root bone position before the frame time update as some additional old_root_bone joint. Than I pass this old_root_bone with all other bone positions (including the root bone itself) and when I'm ready to draw I can extract the difference in step and add it to the character position. It works. Some minor thing to figure out is if I should take into consideration the Bind Pose of the root bone and add it somewhere. The problem is that I have no clue what to do with the rotation. I have noticed, that some animations (I 'borrowed' animations from Batman Arkham series, as those are well suited for full character animation) rotate root bone as they please - for example in running animation the character is leaning forward - and if I rotate the model by difference in animations - I end up with character moving like hamster in the wheel. So after this wall of text my questions are: 1. Am I doing the moving character from the root bone correctly? 2. Is this a common thing to ignore rotation and do it somehow manually in script? Eventually I can extract only single axis animation and use this, but I have no idea if that is a proper choice. 3. What are common practices for this kind of animations? I'm attaching a short movie how the things look like. The 3 buttons below are: - node stand/walk/run - anim weight - node stand/rotate90/rotate180 - anim weight - cross between the above 2 nodes (actually it is the weight of the turning node, but it is the same thing in this case) BatWalk0001.mp4
  6. Hi everybody, i'm ready to announce: Lights of Dreams IV v7.57. Candy World II v7.97. Candy Racing Cup v2.75. Candy World Adventures v4.75. Candy to the Rescue IV v5.57. Candy's Space Adventures v15.47. Candy's Space Mysteries II v6.07. Two updates since last edit: - Enhanced the Space, Missions & Sceneries in Candy's Space Adventures ! - Verified bonus, options, maps & more tricks in Candy's Space Mysteries II ! - We generally debug our games since now then ! They are available for download on my website: - Xilvan Design Websites - One new link are now available: a OneDrive link. But, there is still a Google Drive & old CNET.download.com link. Hope you'll appreciate ! If you want to watch the videos of our games: - My youtube Channel - Please, Subscribe to my channel for more infos about our new releases. Friendly, Xylvan, Xilvan Design.
  7. Weapons Grade Studios is seeking a skilled 2D animator with anime and comic book influence to help us complete work on our 2D platform fighter, Evolver. The project has been under development for nearly 3 years and is basically complete as a result. The netcode is still being finalized and tested, but the base engine for the game runs with little to no hiccups. The only thing separating this game from being profitable is the art. Currently the game is filled with placeholder sprites from other games! The closest art style to what I envision for the game would be Oren Ishii's Origin story: https://www.youtube.com/watch?v=VHnVsjBoHnY&t=25s Which might look something like this in game: If this project seems interesting to you, don't hesitate to message me here or email marketing@wepgrastu.com! Evolver has extremely unique mechanics and high player customization features making it unlike any other fighting game available. And, with an increasing demand for quality fighting games, the game is sure to thrive with proper marketing and perhaps more importantly, ART WORK! TL;DR: The game is done, the game is fun, the game needs art or it's all for none submit portfolios to marketing@wepgrastu.com
  8. [Rev-share]3D Animator

    COMPANY AND THE PROJECT We are an indie game studio consisted of professional and skilled artists who are dedicated indie enthusiasts. Our current project is INT, developed on Unity Engine 5 for platforms Windows, Linux, and Mac. We are recruiting a few more members on the team to finalize our playable demo. 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 Steam Greenlight 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 in the creation and polishing of 3D animations. Your tasks will include: Create rigs to be used for animations. Skin 3D models to rigs. Refine existing 3D animations. Contribute to constructive team discussions. Attend regular team meetings. REQUIREMENTS To be successful in this position, following requirements apply: Have working knowledge of 3D animation suites. Understand import/export requirements for Unity Engine integration. Excellent self-management skills. Excellent attention to detail. Excellent communication skills. Satisfaction of the follow requirements are preferred, but not essential: Knowledge of the Unity Engine UMA character creation system would be an advantage. REVENUE - SHARE This is the perfect opportunity to get into the game development industry. We have the majority of our art assets completed and are marching towards our crowd-funding campaign, currently planned for mid 2018. 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. We look forward to hearing from you! John Shen HR Lead Starboard Games LLC
  9. I have something wrong that loading fbx model using assimp some meshes are located in unusual place this is result about my renderer. (the face is off) but other programs (like 3dmax, assimp viewer, and etc...) the face is well attached. (this is assimp viewer image) I folloew the reading of vertex while debugging, and The x-coord of all vertices in the face mesh were added to 200 (this is return value about aiMesh.mVertices) my import setting is that. m_pScene = aiImportFile(fileName.c_str(), aiProcess_JoinIdenticalVertices | // join identical vertices/ optimize indexing aiProcess_ValidateDataStructure | // perform a full validation of the loader's output aiProcess_ImproveCacheLocality | // improve the cache locality of the output vertices aiProcess_RemoveRedundantMaterials | // remove redundant materials aiProcess_GenUVCoords | // convert spherical, cylindrical, box and planar mapping to proper UVs aiProcess_TransformUVCoords | // pre-process UV transformations (scaling, translation ...) //aiProcess_FindInstances | // search for instanced meshes and remove them by references to one master aiProcess_LimitBoneWeights | // limit bone weights to 4 per vertex aiProcess_OptimizeMeshes | // join small meshes, if possible; //aiProcess_PreTransformVertices | aiProcess_GenSmoothNormals | // generate smooth normal vectors if not existing aiProcess_SplitLargeMeshes | // split large, unrenderable meshes into sub-meshes aiProcess_Triangulate | // triangulate polygons with more than 3 edges aiProcess_ConvertToLeftHanded | // convert everything to D3D left handed space aiProcess_SortByPType); // make 'clean' meshes which consist of a single type of primitives); Note that if aiProcess_PreThransformVertices flag is used, The model is rendered perfactly! but this model has animation, so i can't use this flag and There is one thing that takes This model's face mesh is made up of rect polygons. (not triangle) Could this be a problem? Please please help me about this problem! If you want other codes, I'll gladly provide all the code Thanks!
  10. Hi, I'm starting a new project and would like to try 2d bone based animation. I have been using frame by frame animation but as you know this is a lot of work. I have been checking some games using 2d bone animation and almost all fall sort in animation quality. I have seen great idle animations but almost all walk, different attacks, etc. animations are pretty rigid and without expresiveness/life. Could anyone with experience explain if these problems with 2d bone animation are inherent to this type of animation? Can one get smooth animations with this technology? If it is not possible to get animations as good as with frame by frame animation could I get close? Thanks in advance.
  11. Hi, Check it out: habela.github.io ok, don't know if it is that "cool" or that "unique"... but supposedly being self-confident and brag yourself is a way to go hmm...don't know Anyway, tell me guys what do you think about my site and art in it as well. Btw: Say nicely "hi" or "hello" to me coz I'm new here (not so new to game art, as I'm doing it for 2 years now)
  12. Animation IK

    Hello, I'm very much interested by this conference and the concepts displayed within. More precisely, I'd like to understand their process for animation sharing. Could anyone help me understand how they do it ? Thanks !
  13. (This is a follow up to my blog entry here: https://www.gamedev.net/blogs/entry/2264506-matching-feet-to-terrain-using-ik/ ) This is a quick one just to show progress with getting 4 legged creatures matched to the terrain. While it was quite quick to get 2 legged creatures matching their feet to terrain using IK, 4 legged creatures has proved to be a whole other ball game entirely. The few examples I've seen of 4 legged IK on the web have been using full body iterative solutions, so maybe I should be going this way. However using what I already had working I've so far been staying with the simple analytical solution for the legs, and using some maths and forward kinematics for the rest of the body. First thing I did was try changing the pitch of the torso. I have been using a rotation based around the pelvis, not sure if this is the best approach but it seems to look rightish. Of course in real life you do not always hit a slope head on, so I wanted to be able to roll the torso too. As well as this there is a twist in the spine so the body can follow the terrain better. A stiff spine looks very rigid (but is simpler). Then it is a case of lining up the legs to compensate for gravity (this isn't always switched on) and doing the IK legs to the terrain under each foot. I've had quite a lot of problems with feet not being long enough to reach the ground, particularly with the short legged crocodile. You sometimes have to move the belly up to not hit the ground, but then the legs are too short to hit the ground! As well as the central body there is also a forward kinematic system for moving the head and the tail. It has been very difficult making things generic (fixing one thing on the crododile would break the elephant and vice versa) but I am getting there. There are also other creatures which are semi 4 legged (the monkey and chimp) but those are easier for the system to calculate. There are still some bugs of feet going through ground, and glitches, but it doesn't have to be perfect.
  14. [Wanted]3D Animator

    COMPANY AND THE PROJECT We are an indie game studio consisted of professional and skilled artists who are dedicated indie enthusiasts. Our current project is INT, developed on Unity Engine 5 for platforms Windows, Linux, and Mac. We are recruiting a few more members on the team to finalize our playable demo. 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 Steam Greenlight 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 in the creation and polishing of 3D animations. Your tasks will include: Create rigs to be used for animations. Skin 3D models to rigs. Refine existing 3D animations. Contribute to constructive team discussions. Attend regular team meetings. REQUIREMENTS To be successful in this position, following requirements apply: Have working knowledge of 3D animation suites. Understand import/export requirements for Unity Engine integration. Excellent self-management skills. Excellent attention to detail. Excellent communication skills. Satisfaction of the follow requirements are preferred, but not essential: Knowledge of the Unity Engine UMA character creation system would be an advantage. REVENUE - SHARE This is the perfect opportunity to get into the game development industry. We have the majority of our art assets completed and are marching towards our crowd-funding campaign, currently planned for mid 2018. 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. We look forward to hearing from you! John Shen HR Lead Starboard Games LLC
  15. Hello Everyone! I’m Kat and am now working with MassHive Media -- developer of a recently released RPG named Azure Saga: Pathfinder – as Community Manager. Far into the future, the human race survives through colonies scattered across the universe. Dive into the world of Azure Saga: Pathfinder and band together to search for the legendary planet that will save humanity. Battle your enemies in JRPG-style turn-based combat, and explore a 2.5D isometric landscape imbued with hand-drawn visuals. Adventure awaits in the fantastic universe of Azure Saga: Pathfinder. We’d love it if you would stop by our Steam page. You can purchase the game for 25% off until March 20th! http://store.steampowered.com/app/672590/Azure_Saga_Pathfinder/ Looking forward to seeing all of the great indie projects being developed and launching this year!
  16. we are looking for someone who can develop a fully automatic [recruiting information removed by moderator - please use jobs section]
  17. Release of kit "Close Combat: Fighter". This add-on is devoted to hand-to-hand combat. A small story in the style of Max Payne and john wick - there are subtitles.
  18. For a long time I had been delaying finding a solution to feet etc interpenetrating terrain in my game. Finally I asked for suggestions here, and came to the conclusion that Inverse Kinematics (IK) was probably the best solution. https://www.gamedev.net/forums/topic/694967-animating-characters-on-sloping-ground/ There seem to be quite a few 'ready built' solutions for Unity and Unreal, but I'm doing this from scratch so had to figure it out myself. I will detail here the first foray into getting IK working, some more steps are remaining to make it into a working solution. Inverse Kinematics - how is it done? The two main techniques for IK seem to be an iterative approach such as CCD or FABRIK, or an analytical solution where you directly calculate the solution. After some research CCD and FABRIK looked pretty simple, and I will probably implement one of these later. However for a simple 2 bone chain such as a leg, I decided that the analytical solution would probably do the job, and possibly be more efficient to calculate. The idea is that based on some school maths, we can calculate the change in angle of the knee joint in order for the foot to reach a required destination. The formula I used was based on the 'law of cosines': https://en.wikipedia.org/wiki/Law_of_cosines I will not detail here but it is easy enough to look up. For the foot itself I used a different system, I calculated the normal of the ground under the foot in the collision detection, then matched the orientation of the foot to the ground. My test case was to turn off the animation and just have animals in an idle pose, and get the IK system to try to match the feet to the ground as I move them around. The end effect is like ice skating over the terrain. First I attempted to get it working with the main hero character. Implementing The biggest hurdle was not understanding IK itself, but in implementing it within an existing skeletal animation system. At first I considered changing the positions of the bones in local space (relative to the joint), but then realised it would be better to calculate the IK in world space (actually model space in my case), then somehow interpolate between the local space animation rotations and the world space IK solution. I was quite successful in getting it working until I came to blending between the animation solution and the IK solution. The problems I was having seemed to be stemming from my animation system concatenating transforms using matrices, rather than quaternions and translates. As a result, I was ending up trying to decompose a matrix to a quaternion in order to perform blends to and from IK. This seemed a bit ridiculous, and I had always been meaning to see whether I could totally work the animation system using quaternion / translate pairs rather than matrices, and it would clearly make things much easier for IK. So I went about converting the animation system. I wasn't even absolutely sure it would work, but after some fiddling, yay! It was working. I now do all the animation blending / concatenation / IK as quaternions & translates, then only as a final stage convert the quaternion/translate pairs to matrices, for faster skinning. This made it far easier in particular to rotate the foot to match the terrain. Another snag I found was that blender seemed to be exporting some bones with an 'extra' rotation, i.e. if you use an identity local rotation the skin doesn't always point along the bone axis. I did some tests with an ultra simple 3 bone rig, trying to figure out what was causing this (perhaps I had set up my rig wrong?) but no joy. It is kind of hard to explain and I'm sure there is good reason for it. But I had to compensate for this in my foot rotation code. Making it generic To run the IK on legs, I set up each animal with a number of legs, and the foot bone ID, number of bones in the chain etc. Thus I could reuse the same IK routines for different animals just changing these IK chain lists. I also had to change the polarity of IK angles in some animals .. maybe because some legs work 'back to front' (look at the anatomy of e.g. a horse rear leg). The IK now appears to be working on most of the animals I have tested. This basic solution simply bends the knees when the ground level is higher than the foot placed by the animation. This works passably with 2 legged creatures but it is clear that with 4 legged creatures such as elephant I will also have to rotate the back / pelvis to match the terrain gradient, and perhaps adjust the leg angles correspondingly to line up with gravity. At the moment the elephant looks like it is sliding in snow down hills. Blending To blend the IK solution with the animation is kind of tricky to get to look perfect. It is clear when the foot from the animation is at ground level or below, the IK solution should be blended in fully. At a small height above the ground I gradually blend back from the IK into the animation. This 'kind of' works, but doesn't look as good as the original animation, I'm sure I will tweak it. Another issue is that when one leg is on an 'overhang', you can end up with a situation where the fully outstretched leg cannot reach the ground. I have seen that others offset the skeleton downwards in these cases, which I will experiment with. Of course this means that the other leg may have a knee bent further than physically possible. So there are limits to what can be achieved without rotating the animals pelvis / back. Anyway this is just description of the trials I had, hopefully helpful to those who haven't done IK, and maybe will generate some tips from those of you that have already solved these problems.
  19. There are lots of benefits of outsourcing 3D animation: Saving costs Outsourcing 3D animation costs up to 50-60 % less, compared to in-house development. Profitability Less operational costs boost profit margins. No overhead costs, no need for capital-intensive investment help utilise financial resources elsewhere Quality The outsourcing partners have an expert level in this field and have all necessary tools and resources. No overhead costs You do not need to pay for training and conferences for your animators, we take care of everything Our company provides both keyframe and Motion Capture-based animation, or combination of those. Wide experience and deep knowledge ensure highest quality that meets all requirements of our clients. Human, cartoon characters, creatures, engineering, medicine, machines, weapons, etc. – we are providing various types of 3d animation and not limited by particular areas. Our company works in different 3D software such as Maya, 3ds Max, Motion Builder etc. – we are flexible for adjusting workflow to client requirements. Please find more information about us at http://tavo-art.com/
  20. Hi, everybody! We are still working on the #TERRORHYTHM characters' animation. Now the main character has a deadly katana! Shreds enemies quickly, easily and sharp! Check it up! Game Steam page - TERRORHYTHM Best regards, EvilCoGames Team evilcogames@gmail.com http://steamcommunity.com/groups/EvilCoGames http://twitter.com/EvilCoGames http://www.facebook.com/EvilCoGames
  21. DeadPixel Deviants is a tiny (3 official members, 1 honorary member) team searching for one or more artist(s) and animator(s). The game currently being worked on is a 3D, single player RPG, however 2D artists may still message us to assist with future games. "Project Zodiac" current progress as of roughly one week:
  22. [Rev-share]3D Animator

    COMPANY AND THE PROJECT We are an indie game studio consisted of professional and skilled artists who are dedicated indie enthusiasts. Our current project is INT, developed on Unity Engine 5 for platforms Windows, Linux, and Mac. We are recruiting a few more members on the team to finalize our playable demo. 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 Steam Greenlight 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 in the creation and polishing of 3D animations. Your tasks will include: Create rigs to be used for animations. Skin 3D models to rigs. Refine existing 3D animations. Contribute to constructive team discussions. Attend regular team meetings. REQUIREMENTS To be successful in this position, following requirements apply: Have working knowledge of 3D animation suites. Understand import/export requirements for Unity Engine integration. Excellent self-management skills. Excellent attention to detail. Excellent communication skills. Satisfaction of the follow requirements are preferred, but not essential: Knowledge of the Unity Engine UMA character creation system would be an advantage. REVENUE - SHARE This is the perfect opportunity to get into the game development industry. We have the majority of our art assets completed and are marching towards our crowd-funding campaign, currently planned for mid 2018. 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. We look forward to hearing from you! John Shen HR Lead Starboard Games LLC
  23. Anyone have any suggestions for ways of animating characters on varying slopes on landscapes? I've no idea what are standard ways of dealing with this, and have been putting this off to some extent. The issues are mainly with larger animals cutting through the terrain on slopes. I've tried raising animals up higher above the land, but they look obviously 'in the air' in certain positions. I've also tried putting 2 land height probes at the front and rear, so that they change height according to their orientation, but that looks silly with strange changes in elevation as they move. I've also tried changing the pitch angle when rendered, this looks a bit silly (but not out of question lol). Another possibility is to turn off depth testing against the landscape, but I would have to figure a way of still having it working when they are behind mountains. Perhaps if I push back the depth value of the land this will work. I have read this article on mechwarrior 4: https://www.gamasutra.com/view/feature/131863/animation_blending_achieving_.php and I see they deal with it by having a flat animation, left and right and up and down slope animations, and blending between them. I can do this, but it sounds like a lot of extra animations for a one man team, and it also means I'd probably have to use a lower / upper body split for all animations, rather than be able to use full body. Plus use some performance for the blending (this is on mobiles). I've not really used IK before in game, is this a realistic / practical solution? Or can I use a simpler system, make some standard poses on flat, and slopes, then measure knee etc angle offset, then blend in these offsets with some scaling at runtime to make the legs more bent or extended? Another solution is to just design around the problem and make the large animals only able to move over flat ground. I guess this is more what happens in real life, I haven't seen many crocodiles climbing up slopes on nature progs lol. Any thoughts, experiences on this would be welcome.
  24. hello, a friend and i are building a 2D platformer and i'd like to ask which software would be the best for 2D pixel animation (Moderator edit: changed the subject to be the question that needs answering -- Kylotan)
  25. Male Character Introduction

    Today I achieved a good stopping point in the modeling process for a new character. He comes in a little heavy at 10k vertices. Below is a render with vertex colors applied. UV unwrapping and texture painting will come soon. I like using colored materials early and apply to faces to get a feel for a finished piece instead of staring at the default clay gray. The downside perhaps would be vertex counts have the potential of going higher because of additional edge loops that get jammed in to separate material boundaries. It's just how I work. The upside, if you can give it one, is material islands can be easily selected when moving to the texture stage. I tried something a little different this go around with Blender by sculpting the form first and then a full retopology. I've resisted sculpting in the modeler because the tools never felt right coming from zBrush but giving it a fair chance, I happened upon a happy zone. After finishing retopology, I was excited to get a rig on him and have a play. All honesty, I'm going have to work on it, but this quickie test was satisfying. Little dude's pretty cool. I still need to find my way around the graph editor to dial in keyframe curves, refine for anticipation and follow through but the rough keys look pretty good. At least to me. Well, that's my first blog entry for my game project. The GameDev Project I'll publish once there is some game play. Thanks for the visit.
  • Advertisement