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Found 47 results

  1. Rigging and Animating

    Hello, everybody. I've made a model and create a skeleton, but there is a problem. I don't know how to rig this piston parts. Should I detach them to separate objects and use "Look At Constrain"? Can i rig this parts using only bones? So I need an advise how to solve this problem. Game Engine witch I'm using is Unreal Engine 4.
  2. Skeleton attachments

    From the album Explorer Game

    Here you can see I have got attachments working over the past few days. Each actor can have a number of attachments to specific locations like head, hands, root node etc. It took some fiddling with matrices to get the attachment rotations consistent as I foolishly didn't standardize the rest hand rotations on actor models. The weapons, shields and hats etc are pretty good but there is some cutting through when carrying some bulky items. Any game model can be made an attachments, including the huts(!) I'm not sure what they will look like being carried. I'm hoping to be able to attach canoes to the root bones and have the hero and natives in canoes on the water. Also I want to add particle emitters to attachments for example for a burning torch or a smokey herbal spliff. Here the player is carrying a sword and wearing a stylish african hat.
  3. Moving

    From the album Slogy

    version 0.1 , what do you think? It will be very dark background , so which color would you recommend to use on my character?

    © ZiZuLot

  4. Effekseer Project develops "Effekseer," which is visual software for creating open source games; on November 1, I released "Effekseer 1.3," which is the latest major version release. With Effekseer, you can easily create various visual effects simply by specifying different parameters. Effekseer is a tool to create various visual effects used in games and others. You can create various visual effects such as explosion, light emission, and particles. Effekseer's effect creation tool works only on Windows. However, the created visual effects can be viewed on Mac OS X, Linux, iOS, Android, and other environments using plugins runtime / plugins such as DirectX, OpenGL, and Unity. Effekseer 1.3 is an updated version of Effekseer 1.2 released in June 2016. This update contains the following changes: -Addition of a file viewer that makes it easy to manage effect files; -Improvements in UI such as adding icons for easy understanding of editing status; -Addition of a function to read FBX as a 3D model file; -Addition of parameters for easier control of the effects. In addition to Unity, I have added plugins / libraries to UnrealEngine 4 and Cocos2d-x. This makes it possible to play effects in most major development environments.Besides that, more than 70 new sample effects have been added and many bugs have been fixed. Effekseer 1.3 is available on the project website. The license for the software is the MIT license. Effekseer http://effekseer.github.io/ Github https://github.com/effekseer/Effekseer
  5. Effekseer Project develops "Effekseer," which is visual software for creating open source games; on November 1, I released "Effekseer 1.3," which is the latest major version release. With Effekseer, you can easily create various visual effects simply by specifying different parameters. Effekseer is a tool to create various visual effects used in games and others. You can create various visual effects such as explosion, light emission, and particles. Effekseer's effect creation tool works only on Windows. However, the created visual effects can be viewed on Mac OS X, Linux, iOS, Android, and other environments using plugins runtime / plugins such as DirectX, OpenGL, and Unity. Effekseer 1.3 is an updated version of Effekseer 1.2 released in June 2016. This update contains the following changes: -Addition of a file viewer that makes it easy to manage effect files; -Improvements in UI such as adding icons for easy understanding of editing status; -Addition of a function to read FBX as a 3D model file; -Addition of parameters for easier control of the effects. In addition to Unity, I have added plugins / libraries to UnrealEngine 4 and Cocos2d-x. This makes it possible to play effects in most major development environments.Besides that, more than 70 new sample effects have been added and many bugs have been fixed. Effekseer 1.3 is available on the project website. The license for the software is the MIT license. Effekseer http://effekseer.github.io/ Github https://github.com/effekseer/Effekseer View full story
  6. Hello. I’m 2D artist with a successful 6+ year experience in that field. I'm qualified in following fields: GUI, pixel art, icon art (from 24 pixels), avatars, illustrations, isometric houses (farm style games), background, spine animations and other related. I can work in different styles and have an excellent knowledge of Photoshop.I work fast and with quality. I’m looking for a freelance or a full-time job. I have been a passionate gamer for my entire life. I love video games and I most certainly enjoy contributing in their appearance to other gamers. If you’re interested in my portfolio, I can send more examples of my work, if needed. Email Nara_Shikamaru@bk.ru Portfolio https://kimyri.deviantart.com/
  7. At the moment I'm working on the game "project genom." I implement assault mech control. [Assault Mech "Rouge" video 1] [Assault Mech "Rouge" video 2]
  8. When you scroll main game map (with levels waypoints), you see different seasons, time of the day and night. This is my New "starry night" animation for main game levels map, made for today's update of Midas' Odyssey indie puzzle game. Made in Cocos Studio, entire game made using cocos2d-x as C++ framework (not Cocos Creator). Midas' Odyssey on the App Store Midas' Odyssey on the Google Play
  9. Hi Guys, I've been working on a new Vulcan based engine, and doing skinned animation support for the first time. I've got everything setup and seemingly working so that I can do a basic import of an FBX model I downloaded from SketchFab, and play its idle animation seemingly correctly, which was very exciting to see. However, I'm guessing I'm missing some rule of model import processing, whereas my 'default pose' for the model comes in oriented so that the character is standing with Y-Axis up, but as soon as I launch him into his idle animation he switches to Z-Axis up. I've seen some mention of applying the inverse bind pose matrix to the joint itself on import, and thought that might be part of my issue, but otherwise can't think of what would be causing this? Thanks!
  10. Hello world! I searched for a while a proper forum where discuss games development, I have a """little""" project to complete in spare time, but I need to know which tools use so, here I am. Premise: I want to make a 2d management/rpg game, it is nothing particularly advanced I think, but I don't wan't to look like the dude who thinks creating a game is an easy task. Which features I want to implement? What kind of gameplay? Well, I'm thinking about a game where you manage your hotel (and much more), divided in floors, where you upgrade rooms, assign employees to certain tasks with a drag'n'drop system. Every floor is selected with a button, you just see the map with rooms and decide what to do wiht them and who assign where. Meanwhile the employees are assigned to their own rooms or they just spawn in a common selection area because they just come to work there. If you want to look out of your building you click on the exit button and you have a new sort of menu, the local town (or city area) where you can select by clicking which building enter, you have shops, carpenter's workshop, docks, city council...I thought something like "Shakes&Fidget" town menu, where you can select what you need from a list or click the specific building, when you click you enter there you see another menu with the specific selections available. Meanwhile you can see you own hotel and how much is upgraded! You should be able to pay the city council to improve and upgrade the streets around you, install better lampposts and make your neighbourhood more attractive to customers. Also you can see the world map and other locations where you can have more buildings to manage, for example a steamer floating casinò, or another hotel in another town/city/area. So I thought this "root" structure: World map, cities/towns, local areas, buildings, floors. Then again, characters will have statistics, skills and abilities used while working, so I need to project how certain stats influence certain activities and which one is related to another, but I have already thought some for fights and challanges. Fight and challanges, talking about this you can also manage arenas/cage fights and "public events" such as pull the rope team vs team or 1v1 boxing match or stuff like that between your crew and rivals ones. Then again (is a big project, I know) I would like to implement body transformations * for those subjects intended to trasform their bodies, and become more than humans. Have you ever played "Impossible creatures" ? well, I would like to change characters arms, torso and legs, add tails and wings, horns and antennas, change skin color and add tattoos, piercings, changing hairstyles... (ok maybe the last 3 ones can made in a normal barber shop or tattoo shop) in conclusion, body customization. * It would be quite long for me to tell you the game's plot and how in the heck you connect a hotel-casinò sim with arena fights and laboratory transformations... I'm just telling you the most relevant features I want to insert so you will know exactly what I'm planning to create and you will answer me with all the informations you need. Leave the plot to me Well, I guess it's everything. I don't know much about coding, I passed an exam of conding (C, MatLab) so I know the very basics things and way to operate with algorithms. I made some reseraches and I found some programs that I may use to work at this project (but I know there are more): Unity (They told me is not the best for 2d games...) Godot Engine GDevelop Dragon Bones (for animations) Defold I still don't know which choose, meanwhile I'm practicing with digital drawings and drawing all the game concepts I came up with. My question is: which software do you recommend me? As you read up here you see that I'm making a game wich requires a lot of 2d animations, but beyond that is all about 2d model customization, characters stats, leveling up/upgrading, and backgrounds. I do apologies if this thread is not written with a perfect english or if something isn't clear. Thank you all for your answers!
  11. Animated 2D Zombies Bundle - 40 Unique Zombies

    Mobile Assets Brush just released a Spine2D animated zombies bundle with 40 unique zombies, with 12-13 mesh animations for each zombie. The package is on sale until October 26, 2017. Check it out on GameDev.Market at Animated 2D Zombies Bundle - 40 Unique Zombies. Link for more video samples: here.
  12. Animated 2D Zombies Bundle - 40 Unique Zombies

    Mobile Assets Brush just released a Spine2D animated zombies bundle with 40 unique zombies, with 12-13 mesh animations for each zombie. The package is on sale until October 26, 2017. Check it out on GameDev.Market at Animated 2D Zombies Bundle - 40 Unique Zombies. Link for more video samples: here. View full story
  13. Hi guys,i decide to make a stickman combat game on UNITY 3D.I know,is really hard with a lot of animation and effect but i want to try.If anybody is familiar or good with stickman contack me EMAIL: 270514974@libero.it .Oh!!!I will make the coding part.Thanks for your attention and pantient and sorry for my english.
  14. Hello Everyone!I'm Peter, leader of DeppreSick Team that is a small game dev team with 3 members and We are working on our first Unreal Engine 4, Classic Survival Horror title: Remorse: The List. (greenlit)We are looking for an animator who can make fps weapon and enemy animations for the game. The project is in a pretty advanced state so We already have proper gameplay with enemies, puzzles and inventory system.You can check our greenlight trailer HERE and the indiedb site of the game HERE If You're interested in our project plase drop me a message here, add me on skype (bodylool), or send an e-mail to dracorian88 at gmail dot com.(We need reliable members only so it's a great plus if You already have a job or lot of time because of school, etc)Thank You. And finally some pictures from the game:
  15. We already have 3dModel just need animator for make rig 3DModel and animation in game MemoryTrees RPG Life+Farming simulation game base on runefactory and harvestmoon 1 Can make Rig and adjust the rig avoids,animator must give some feedback to 3D artist when he rigging the 3D model then 3D artist could adjust the 3D model to fit the rig as match as possible ( Our game have mermaid/Centaur/ Fantasy character ect. ) 2 need to know Blender, Maya or any other 3D tool 3 know how to import/export to .fbx files, .blend files or any file Unity can import. 4 It would be great if the you showed us some example work so we can have an idea 5 have responsibility Split %: Revenue share. We can discuss. Fully Funded servers and contents and friendly easy working with others willing to use Skype for communication with team please E-mail me if you're interested we can talk more detail in Contact:estherfanworld@gmail.com Don't comment here Thank you so much for reading More about our game Memory Trees : forget me not
  16. I'm thinking of developing a 2d fighting fame for pc and I was curious as to how much animations would cost per character. I would also like to know the difference between hiring for traditional sprite sheet animation, where an artist would develop each frame of an animation, vs creating animations through something like spine. I read somewhere that artists can charge anywhere from 8-15 dollars per frame for sprite sheet animations, so for a 300 animation requirement at $10 per frame, that would be around $3,000. Does this sound like a reasonable estimate for 2d animators today? What about the cost of a single animation from the use of something like spine where animations are created through skeletons and keyframes? Any info on the subject would be appreciated.
  17. We got a problem that needs solving...Our game, "Half-Rats - Man out of Place and Time" needs someone, or several someones who is/are quite familiar with Unreal's suite of animation tools, and the 3D art/animation pipeline. We've got a full, active team, we just need some folks like you to really get things...well, MOVING! A link to the game's page: http://www.moddb.com/games/half-rats Meet the Team! Kurt "Half-Rats" Nelson - Project Director, Writer, Lead Designer Cameron - Gameplay Programming James Perkins - AI Programming Draylon Polk - Enviornment Artist/Texture Artist Joe Bolzenius - Enviornment Artist/Texture Artist Ryan Kohr - Environment Artist/Texture Artist Vector Baccam - Props Artist Sergey Karabaev - Weapon Artist Saurav Sihna - Character Artist Oliver "Frag" Curtis - Level Designer Nicholas Welch - HUD Animation Devan Miller - Resident VA If you're interested, contact us at heathgames@outlook.com or get at me here, or on skype... Skype: "heath_scoring"
  18. COMPANY AND THE PROJECT We are an indie game studio consisted of professional and friendly people. Additionally, we are a team of skilled artists and dedicated indie enthusiasts. Our current project is INT, developed on Unity Engine 5 for platforms Windows, Linux, and Mac. 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 TALENT NEEDED We are seeking an Animation Rigger to join the Art team assisting with the creation of character and vehicular animations. You will be collaborating with fellow team members in setting up assets for animation. Duties and Responsibilities: Create rigs to be used for animations. Skin 3D models to rigs. Contribute to constructive team discussions. Attend regular team meetings. REQUIREMENTS Essential Requirements: 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. Preferred Requirements: Knowledge of the Unity Engine UMA character creation system. 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. Currently the crowd-funding campaign is scheduled for the year 2018. 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! We look forward to hearing from you! John Shen HR Lead Starboard Games LLC
  19. i have a prolem with my first game that i can't re paint a point after the snake ate. Can you resolve my problem i use an array 2D to draw map, 2 arrays to draw snake and an array 2D to draw food. But i can't make the food disapear when the snake meet food and draw a new food Please help me or give me an idea. i also want add another map in the future or some of food like poison for the snake. Controller.txt Food.txt GameScreen.txt Main.txt MapNoWall.txt Snake.txt
  20. Lip-syncing and believable facial expressions. I have Maya licence for 3 years, but I haven't explored this aspect yet, as I've focused on mechanistic animations so far. I was wondering if there is a specialized software outside of Maya that would make this very easy and quick. I would only need it for 3-5 characters, but I suppose I could use the exact same facial animation mechanism for all of them. If you are an experienced Maya user, I would appreciate your response even more. If the easy and quick solution already exists in Maya 2018, I would hate the expenditure of an additional specialized software(also, how time-consuming would it be if you have about 1000 words of dialog).
  21. test walk

    the upper body still needs work https://youtu.be/vgdEeOZ_i8s
  22. The colored woman's 3D modelling is finished. So, we just started mounting all the bones for the character's animation. We did Unwarp UVW her entire body in order to paint her afterwards. The colored woman is going to dance in our next video that is due on Halloween. Clearwater's video release is also planned for the end of this year. He will walk through his appartment while performing his first game quest (which is no part of the final game). His 3D modelling is still incomplete as we focused on the colored woman's progress. We had great efforts doing the colored woman's hair as her head had no collision and her hair strands fell through the head polygons while grooming it. After installing her hair and bones in 3D, we move her to UE4, where we expect a lot of obstacles in regard to her hair appearance, her movements, her texture, and so on. Same is planned for Charly Clearwater, the main-character's body and hair, but we are relieved as his hair is much shorter! ;-) C u!
  23. 2D Hero Characters Bundle

    Just released animated hero characters pack, 10 unique characters, each comes with 8 basic mesh animations. Check it out at: 2D Hero Characters Bundle All examples on our youtube channel: Mobile Asset Brush Channel
  24. 2D Hero Characters Bundle

    Just released animated hero characters pack, 10 unique characters, each comes with 8 basic mesh animations. Check it out at: 2D Hero Characters Bundle All examples on our youtube channel: Mobile Asset Brush Channel View full story
  25. Hi everyone, thank you for your attention. I'm making a 3D model editor based on voxel, to create models which looks like cubeworld ones (see https://i.stack.imgur.com/y5SWz.jpg) I've implemented a skeleton-key frames animation system. (My model has a mesh of vertices, and each vertices has a list of bones and weights, to determine how much a bone transformation affects the final vertex transformation) **And now, I'm looking for an algorithm to generate vertex bones weights automatically. I have each vertex position and bone position/rotation/size relatively to the model referential.** (Blender does implement this functionality https://blender.stackexchange.com/questions/782/how-can-i-automatically-generate-vertex-groups-for-an-armature ) PS: Google searching "auto rigging algorithm" actually gives some essays, but as I'm using voxel (as raw cubes), I would be glad to find something more specific/optimized/good looking