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Found 101 results

  1. Hi GameDev community! I don't know what to do next to work as a video game artist. Education: Advanced drawing, figure drawing, oil painting, traditional animation, java and visual basic college classes. No degree. Self or tutorial taught skills: 2D digital art and animation (would prefer to learn how this is normally made for and used in games), currently learning C# and Unity I am happy with my level of traditional art skill. My 2D digital art and animation skills are there, but I'm kind of self taught and I bet there are many things I can learn to improve. I have not even tried 3D art yet. I'm curious about it, but not sure if it will be useful to know both 2D and 3D. I enjoy programming and learning to use Unity, but again I'm not sure if these are things that will be useful as an artist. What is my next step? Are there alternatives to formal education that will still teach me what I need to know? And most importantly, is there a path I can set for myself to work towards my goal of working as a video game artist?
  2. Hi everybody, i'm ready to announce that Xilvan Design build 3D games since 2004: Lights of Dreams IV v8.17. Candy World II v8.47. Candy Racing Cup v2.75. Candy World Adventures v5.47. Candy to the Rescue IV v6.17. Candy's Space Adventures v16.17. Candy's Space Mysteries II v6.57. No more than 2 new 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. - Reverified all of our old games like Candy World II, Candy to the Rescue IV, Candy World Adventures IV. - I Adjusted the level Selector in Candy World Adventures IV v5.47. - I added a starfield in Candy World Adventures IV. - Worked on Soul of Sphere Platinum(Characters, Configuration, Checked the Items, Scrolling). - I adjusted all bugs in the Config programs. - Removed a major bug in Candy's Space Mysteries II & Candy's Space Adventures. - Adjusted the FPS of Candy World II & Candy to the Rescue IV. - We are planning Lights of Dreams V. - We are actually debuging all of our games. - Candy's Space Mysteries II finally work. - Candy World II got a new update. They are available for download on my website: - Xilvan Design Websites - 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.
  3. Hello, everyone! I hope my problem isn't too 'beginnerish'. I'm doing research on motion synthesis now, trying to implement the Deep Mimic paper (DeepMimic) by BINPENG XUE, in this paper, I need to first retarget character A's motion to another character B to make the reference motion clips for character B, since we don't have character B‘s reference motion. The most important thing is that in the paper, the author copied character A's joint's rotation with respective to joint's local coordinate system (not the parent) to character B. In my personal understanding, the joint's rotation with respective to joint's local coordinate system is something like that in the attached photo, where for the Elbow joint, i need to get the Elbow's rotation in the elbow's local coordinate system (i'm very grateful for you to share your ideas if i have misunderstanding about it 🙂) I have searched many materials on the internet about how to extract the local joint's information from FBX, the most relative one i found is the pivot rotation( and geometric transformation, object offset transformation). I'm a beginner in computer graphics, and i'm confused about whether the pivot rotation( or geometric transformation, object offset transformation) is exactly the joint's local rotation i'm seeking? I hope someone that have any ideas can help me, I'd be very grateful for any pointers in the right direction. Thanks in advance!
  4. Hi, I'm a Multimedia Engineering student. I am about to finish my dergree and I'm already thinking about what topic to cover in my final college project. I'm interested in the procedural animation with c++ and OpenGL of creatures, something like a spider for example. Can someone tell me what are the issues I should investigate to carry it out? I understand that it has some dependence on artificial intelligence but I do not know to what extent. Can someone help me to find information about it? Thank you very much. Examples: - Procedural multi-legged walking animation - Procedural Locomotion of Multi-Legged Characters in Dynamic Environments
  5. Is there a way to automatically change the start position of an animation? I have a bunch of animations set up on 3D models in unity. The issue is that I need to move the 3D models, however when I do so the animation start positions are not updated and I have to do it manually.Changing the transform of key frames is time consuming with the amount of animations I have, so I was wondering if there was a way to do it automatically?
  6. Hi Everyone, My name is Bob Pepek, I'm an audio post production engineer for film / TV. I'm looking to try my hand at Game Audio. Did you know that great sound design is rarely ever noticed but is always felt by an audience? That's where I can help. I've worked as the dialogue editor and sound designer for Sprout / NBC's Saturday morning cartoon Astroblast. I sound design for the web-series Channelate (hosted by Explosm / Cyanide and Happiness). Though most notably work as the go-to sound designer for the hundreds of the LEGO Star Wars / Marvel / Ninjago product animations and mini-movies.My past sound design clients include NBC, ESPN, LucasArts, LEGO, Sprout Network, Disney, Sci-Fi Network, Walmart, Sesame Street, The list goes on and on! Below I've included a link to my demo reel as well as other projects I have done sound design for:Sound Design Reelhttps://vimeo.com/214093302Other Work (Channelate, Explainer Vids, Ads)meloncollieproductions.com/work/360 Sound Designs (LEGO Star Wars / Avengers: Infinity War)https://www.youtube.com/watch?v=-Gdss2fANPQhttps://www.youtube.com/watch?v=mj7Leyaq780https://www.youtube.com/watch?v=LJzPu_tw6eYRecent Film Work:https://www.youtube.com/watch?v=hbFXobIMAgMhttps://vimeo.com/273203490https://vimeo.com/229448486If you're looking for a sound designer I'd love to help out! Feel free to reach out at bobpepek@gmail.com. Cheers, Bob
  7. ERASERHEAD STUDIO

    13 RONIN - DevLog #3 - The movie analogy

    Here in Stockholm it's been unusually hot and dry for this season of the year and I'm quite convinced that the pharmacies have broken a new record in anti-histamine sales. Last night we were finally blessed with thunder and rain and today the air is cool and nice and the pollen gone. I've sneezed quite a lot the last couple of weeks but I've also done some coding. My primary focus has been building an animation framework for use in intro, cutscenes and background movements and coding an editor for animating sprites. Ester (Eraserhead animation editor) will be the subject of an upcoming dev log and this dev log will be about the animation framework. This is an animation demo and not part of the game Animation framework The purpose of the animation framework is to ease setting up and running sequences of multiple animations. The need for this arose with my desire to create an animated intro with objects moving in different patterns. But I will also use this framework for pre- and post-fight-animations as well as background animations. When finished the animation framework will contain: Support for spritesheet-based animations Builders for setting up animations by code Simple script-language for setting up scenes Loader and parser for script-files In addition to this, I will probably build an editor to use with the script-language for trying out and previewing animations. The movie analogy When designing and naming the building blocks of the framework I've taken a "movie scene"-approach and used a nomenclature found in movie scripts. That gave me following main classes: Scene Actor Action Animation "Animation" might not be a name known from movie scripts, but I kept the name to encourage its use outside of the "animated scene" context. As long as you keep track of calling the update- and draw-methods both actors and animations can be used without a scene. A simplified diagram describing the relationships between the classes Scene Think of a scene just the like a scene in a movie or a theater. It's a "room" where something takes place. A scene can have a name, background image and any number of actors. You draw it on the screen by calling its Draw-method. Background for our demo Actor Unlike in a movie or theater, an actor is not only characters but all things living or dead that has it's own image and is separate from the background e.g. character, bullets flying, rising sun. An actor has a location, it can be visible or hidden, and has a collection of actions to perform that can be looped when done. An actor also has an animation as it's current "gesture". Action Just like in the movies, an action is something an actor does, i.e. an actor will act according to its actions. Some of the available actions are: Show - draw animation Hide - don't draw animation SetPosition - set position of actor BasicMove - move actor to destination with given velocity and acceleration ChangeGesture - change animation Animation An animation is based on a spritesheet, start index in the sheet and a frame count. This determines how the actor will appear on the screen. A note on naming. The property for the animation is named Gesture in the Actor-class, that is a choice I made to keep the movie analogy consistent. I've named the class Animation to encourage use of it outside of the "animated scene"-context. Our famous actor doing one of it's gestures How to To create the scene in the demo above following steps have to be made: Load content Create an animation sheet configuration Create an animation factory Create an actor Create the scene Start the scene Draw scene Step 1 - 5 can all be done in the Initialize-method of the Game-class. Step 1 - Load content As a first step we load background- and spritesheet-images as textures. var background = Content.Load<Texture2D>("Animation_demo_background"); var texture = Content.Load<Texture2D>("Animation_demo_spritesheet"); The demo spritesheet Step 2 - Create animation sheet configuration Then we create a configuration describing animations found in the spritesheet. This object will later be used as argument to our animation factory. var sheetConf = AnimSheetConfigBuilder .Begin() .Name("Samurai gestures") .GridSize(new Point(13, 4)) .SpriteSize(new Point(160, 160)) .DefaultFrameDuration(150) .AddAnimation("Idle", new Point(0, 0), 6) .AddAnimation("Bow", new Point(0, 3), 11) .AddAnimation("Draw", new Point(0, 2), 13) .AddAnimation("Walk wo sword", new Point(0, 1), 8) .AddAnimation("Walk w sword", new Point(0, 4), 8) .Build(); We create a configuration describing a spritesheet with a size of 13 columns and 4 rows where each sprite has a size of 160 x 160 pixels. The spritesheet is called "Samurai gestures" and default frame duration for all animations in this sheet is 150 milliseconds. It contains four different animations. Note that all names must be unique. Step 3 - Create animation factory When the sheet config is ready this step is easy. Call the AnimationFactory-constructor passing in the spritesheet texture and the sheet configuration. Our factory is ready. var animFactory = new AnimationFactory(texture, sheetConf); Step 4 - Create actor Just as it takes some time for an actor to prepare for a big movie role, it takes some coding for us to set up the actor for our scene. var actor = ActorBuilder .Begin(animFactory) .Actions( actionBuilder => { return actionBuilder .Hide() .SetPosition(new Point(-120, -4)) .ChangeAnimation("Walk wo sword") .LoopAnimation() .Show() .Move(new Point(-60, -4), 0.1f, 0.0f) .ChangeAnimation("Bow") .WaitForAnimation() .ChangeAnimation("Walk wo sword") .LoopAnimation() .Move(new Point(110, -4), 0.1f, 0.0f) .ChangeAnimation("Draw") .WaitForAnimation() .ChangeAnimation("Idle") .WaitForAnimation() .ChangeAnimation("Walk w sword") .LoopAnimation() .Move(new Point(312, -4), 0.1f, 0.0f) .Build(); }) .Build(); actor.Loop = true; Here we use the ActorBuilder in combination with the ActionBuilder to create the actor and the collection of actions to perform. All these actions will be performed in sequence and when done the actions will, thanks to the "actor.Loop = true;" statement, be restarted. Step 5 - Create scene As a last building step we tie everything together by creating our scene, and for this, we also have a dedicated builder. _scene = SceneBuilder .CreateScene(animFactory) .Name("Demo") .Background(background) .AddActor(actor) .Build(); Our scene is now ready. Step 6 - Start scene If you run the project you'll find that nothing happens. That's because we haven't included the scene in the game loop yet. Add following lines to the Update-method: if (_scene.State == State.NotStarted) _scene.Start(); _scene.Update(gameTime); Step 7 - Draw scene Still, nothing happens. It's because we're still not drawing the scene. And following line to the Draw-method: _scene.Draw(_spriteBatch, Vector2.Zero); Run the project and enjoy! The future You're as always more than welcome to download the code and use it in any way you like, but since it's still early days please regard it more as inspiration than a working framework. I'm sure there are lots of bugs. And changes will come. If not discouraged, visit my BitBucket-account and get going, or wait for an announcement of a more stable version. Please visit Eraserhead Studio for more. Happy coding! /jan. NOTE. As always, everything I publish here or on any other site is work in progress and subject to change.
  8. INTwindwolf

    [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. Hello! I'm working on a game that is a narrative driven dark comedy with some small aspects of platforming and puzzle solving. The project is rather small as well. It touches on topics such as suicide, mental illness, family, corruption, free-will, and redemption. This project is exercise in polish, this means some experimentation will be needed along with some reworking of assets as they're provided. This will be a revshare model. First, I'm looking for a 2D sprite artist, not pixelated, that can compliment the style of the attached images, and be similar to the temporary character. I'm also looking for a male voice actor, English should be your primary language. There will be at minimum two characters that will need to be brought to life through vocals. The first voice is similar to Marvin from Hitchhiker's Guide to the Galaxy. A reference for the second voice would be a mix of Ren (Ren & Stimpy), and Android 21 (DragonBallFighterZ). Due to formatting, I'm not including YouTube links in the post, sorry. WIP Scene with our custom shaders attached (platforms are lazily placed, as this was an asset test): A scene with dynamic lighting and temp character: Unshaded asset: If you made it to the bottom, thank you, and I look forward to hearing from you.
  10. Paszq

    Arpago - friends and foes!

    From the album: Arpago

    Group photo of some of the characters and creatures currently living in Arpago

    © Arpago, 2018

  11. I am trying to oscillate a 2D object about a point, while the object has already been drawn then later I want to oscillate it by specifying the pivot point, how to proceed, please help me.It is for a mini project.I am using codeblocks and using c programing language along with OpenGL to do this, I have attached main .c file and .cpb file below (For reference I have attached the code for that object also below .) I have attached a .png file as what is my 2D image looks like.I want to oscillate that image about its top point(i.e cap tip). #include <GL/glut.h> #include <math.h> #define PI 3.14159265358979324 void myinit() { glClearColor(1.0,1.0,1.0,0.0); glMatrixMode (GL_PROJECTION); gluOrtho2D(0.0, 200.0, 0.0, 150.0); //glutPostRedisplay(); } void display(void) { float r3 = 4.0; // Radius of circle. float x3 = 80.0; // X-coordinate of center of circle. float y3 = 67.0; float r1 = 1.0; // Radius of circle. float x1 = 77.0; // X-coordinate of center of circle. float y1 = 73.0; float r2 = 1.0; // Radius of circle. float x2 = 83.0; // X-coordinate of center of circle. float y2 = 73.0; float R = 3.0; // Radius of circle. float X = 80.0; // X-coordinate of center of circle. float Y = 103.0; // Y-coordinate of center of circle. int numVertices = 25; // Number of vertices on circle. float t = 0; // Angle parameter. int i; glClear(GL_COLOR_BUFFER_BIT); //glColor3f(0.5, 0.5, 0.5); glLineWidth(2.0); glEnable(GL_LINE_STIPPLE); //glLineStipple(1,0x00ff); //draw a line glBegin(GL_LINES); glColor3f(0.92, 0.78, 0.62); glVertex2f(80.0,60.0); glVertex2f(90.0,65.0); glVertex2f(90.0,65.0); glVertex2f(90.0,75.0); glColor3f(0.137255, 0.556863, 0.137255);//0.0, 0.5, 0.0); glVertex2f(90.0,75.0); glVertex2f(80.0,80.0); glVertex2f(80.0,80.0); glVertex2f(70.0,75.0); glColor3f(0.92, 0.78, 0.62); glVertex2f(70.0,75.0); glVertex2f(70.0,65.0); glVertex2f(70.0,65.0); glVertex2f(80.0,60.0); glColor3f( 0.137255, 0.556863, 0.137255); glVertex2f(90.0,75.0); glVertex2f(80.0,100.0); glVertex2f(80.0,100.0); glVertex2f(70.0,75.0); glEnd(); glFlush(); glBegin(GL_POLYGON); glColor3f(0.1, 0.9, 0.0); for(int i = 0; i < numVertices; ++i) { //glColor3ub(rand()%256, rand()%256, rand()%256); glVertex3f(X + R * cos(t), Y + R * sin(t), 0.0); t += 2 * PI / numVertices; } glEnd(); glFlush(); glBegin(GL_POLYGON); glColor3f(0.647059, 0.164706, 0.164706); for(int i = 0; i < numVertices; ++i) { glVertex3f(x1 + r1 * cos(t), y1 + r1 * sin(t), 0.0); t += 2 * PI / numVertices; } glEnd(); glFlush(); glBegin(GL_POLYGON); glColor3f(0.647059, 0.164706, 0.164706); for(int i = 0; i < numVertices; ++i) { glVertex3f(x2 + r2 * cos(t), y2 + r2 * sin(t), 0.0); t += 2 * PI / numVertices; } glEnd(); glFlush(); glBegin(GL_POLYGON); glColor3f(1.0, 0.7, 0.0); for(int i = 0; i < numVertices; ++i) { glVertex3f(x3 + r3 * cos(t), y3 + r3 * sin(t), 0.0); t += - PI / numVertices; } glEnd(); glFlush(); } void main(int argc,char *argv[]) { glutInit(&argc,argv); glutInitDisplayMode (GLUT_SINGLE | GLUT_RGB); glutInitWindowSize (1000, 1000); glutInitWindowPosition (0, 0); glutCreateWindow ("joker"); myinit(); glutDisplayFunc(display); glutMainLoop(); } thanks in advance, please help me joker.cbp main.c
  12. INTwindwolf

    [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
  13. 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.
  14. (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.
  15. 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
  16. Kjell Andersson

    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/
  17. Kjell Andersson

    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
  18. GameDev2017

    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! :-)
  19. Olivier Girardot

    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
  20. 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!
  21. 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
  22. INTwindwolf

    [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. 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!
  24. 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 some time now and more than 2 years as freelancer)
  25. 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.
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