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Found 197 results

  1. bzt

    Optimized SLERP

    Hi, I was looking for a way to effectively interpolate between skeletons represented by list of bones with position vector + orientation quaternion pairs. To my surprise, I couldn't find any good solution, not to my taste that is. I can't use NLERP because I need a general solution, and NLERP is only good for small distance interpolations. SLERP would be perfect, but I couldn't find a decent implementation, only slow ones, so I spent a lot of time looking at game engines and quaternion libraries and reading academic articles on the topic. Finally, I decided to collect my findings and write my own optimized version of SLERP, which focuses on performance over precision, and which I now would like to share with you. Optimized cross-platform SLERP I've started from the well known formula, as implemented by most C++ libraries, and used all the tricks I could find on the net. Then I took it to the next level, and made some more adjustments on my own speeding up a little bit more. Finally I ended up with two solutions: 1. one that is cross-platfrom, ANSI C solution that is easily embeddable in C++ and compatible with any C / C++ quaternion class (provided their data can be seen as 4 floats), very simple, very minimal. Use it freely if you want, MIT licensed 2. a SIMD version, which I had to leave half-ready, because my compiler and Intel disagree on what intrinsics should be provided for SSE, moreover the compiler does not work the way its documentation say it should :-( Shit happens. I would only recommend this for experimental purposes, also MIT licensed Both versions are simpler and much faster than any implementations I could find, designed to be called in a loop several times. The only dependency they have is lib math (acosf, sinf). The SIMD version is half-ready, but even in this form it's almost 1.5 as fast as the other one, especially if you call it in a loop with memory prefetch on the quaternions. If I made any mistake, miscalculated or mistyped something, let me know. If anybody has an idea how to overcome that intrinsics blockade I have, that would be appreciated very much, because I can clearly see the path how to make the code several times faster, only if I could get rid of the library calls. I also plan to create an ARM NEON port once I have that. Cheers, bzt
  2. SnowPuzzleDesign

    Looking for Artist

    I'm looking for an artist interested in making an indie game. I'm not looking for a paid artist, but instead a partner in the game. Equal say in it, equal pay if it makes any money, and someone to bounce ideas off of. My goal is to make the most incredible mash-up, of a metroid-vania and a puzzle platformer, that any one has ever seen. I've always been really good at puzzle design, and I recently started trying to make a metroid-vania game because it's a good game type. I can't draw in any way shape or form, so I'm really trying to find someone that can. I'm still in very early stages of anything plot related with the game, so it'll all be up for discussion still. Any response is greatly appreciated, my email is snow532000@gmail.com
  3. Cubic Motion is proud to announce a major hardware update to Persona – the technology behind the world's first high-fidelity digital humans across video games, films, broadcast media, and immersive technologies. Known for bringing to life characters such as Siren, Meet Mike and most recently Akali, Persona continually captures and translates an actor's performance onto a computer-generated counterpart. This enables immediate animation in real-time engines such as Epic’s Unreal 4. Persona’s core technology also drives facial animation for the iconic game characters seen in Marvel’s Spiderman, God of War, Anthem and other AAA titles. Steve Caulkin, CTO at Cubic Motion, comments: “Persona continually evolves to deliver the world’s best capture and live animation solution. This new release, which makes the hardware even more actor-friendly, is especially significant for immediate broadcast and live events.” New features and functionality Many of the improvements to Persona are based on customer feedback, gathered since its initial release in April 2019. Persona’s latest update focuses on performer flexibility and ease-of-use. Most significantly, the helmet-mounted camera system (HMC) and on-body animation system are now 70% smaller – going from 2.3kg to 1.25kg. Additional features include: Quick-release on body mounting system for rapid setup and ease of use Smart battery device with 1.5 hours run time on a single battery, or infinite lifetime with hot-swap capability Physical record button for quick, manual capture in emergency situations LED indicators that allow everyone on set to monitor whether the system is idle, recording or streaming to UE4 Basic audio recording capability to aid animation quality and allow for quick turn around on set Persona’s update will be available from 1st October 2019, paving the way for a new era in digital performance and virtual production. An era where characters, actors and audiences all co-exist and interact.
  4. Cubic Motion is proud to announce a major hardware update to Persona – the technology behind the world's first high-fidelity digital humans across video games, films, broadcast media, and immersive technologies. Known for bringing to life characters such as Siren, Meet Mike and most recently Akali, Persona continually captures and translates an actor's performance onto a computer-generated counterpart. This enables immediate animation in real-time engines such as Epic’s Unreal 4. Persona’s core technology also drives facial animation for the iconic game characters seen in Marvel’s Spiderman, God of War, Anthem and other AAA titles. Steve Caulkin, CTO at Cubic Motion, comments: “Persona continually evolves to deliver the world’s best capture and live animation solution. This new release, which makes the hardware even more actor-friendly, is especially significant for immediate broadcast and live events.” New features and functionality Many of the improvements to Persona are based on customer feedback, gathered since its initial release in April 2019. Persona’s latest update focuses on performer flexibility and ease-of-use. Most significantly, the helmet-mounted camera system (HMC) and on-body animation system are now 70% smaller – going from 2.3kg to 1.25kg. Additional features include: Quick-release on body mounting system for rapid setup and ease of use Smart battery device with 1.5 hours run time on a single battery, or infinite lifetime with hot-swap capability Physical record button for quick, manual capture in emergency situations LED indicators that allow everyone on set to monitor whether the system is idle, recording or streaming to UE4 Basic audio recording capability to aid animation quality and allow for quick turn around on set Persona’s update will be available from 1st October 2019, paving the way for a new era in digital performance and virtual production. An era where characters, actors and audiences all co-exist and interact. View full story
  5. Bacrylic

    AlexMove2.gif

    From the album: The Book of Alex

  6. A 3D shooter requires 3d artists, animators and sound engineer. Good day. The project is unequivocally non-profit and applicable to such tasks: - go through the entire sequence of the project’s release in Steam, - get the project in the portfolio - Practice low-budget indie marketing. - game development skills upgrade ) And all this - with a minimum budget. The game is done on Unity. Some free content assets from the asset store. Many of them are highly modified. All code is mine. The plot and setting of the shooter is based on the comic strip by Alexadr Dyakov "Owl - is an effective manager. The Hare from the comic strip will act as the protagonist. His opponents: jerboas, raccoons, bats, wolves (as the most guards and security forces of the owl) and owls themselves. Duration of the game - 5 locations (Forest, Plant, Offices, Snow-capped mountains, Desert). 2-3 hours of gameplay. The emotional goal of the game is to respond to the experiences that arise when reading a comic book.)) The use of characters and several pages of the comic book has already been agreed with the author of the comic book. Game Features: - "dismembered" - you can shoot \ tear off an enemy limb, tail or head (which is lethal, of course). Also, the "fifth point" (ass) is vulnerable for some enemies. - several types of weapons for making "meat": fork, axe, chainsaw, flamethrower, grenade launcher, machine gun, double-barreled shotgun and one futuristic weapon avaliable close to the end of the game - a lot of blood and violence - high game dynamics (not DOOM but... )) - the possibility of attacks from the back, which provides the mechanics of "silent killings" - enemies have a limited view, and respond to sounds - weather system (snow, rain, fog, thunderstorm, wind), change of time of day - localization of hits and change in the behavior of opponents, depending on their condition. We trying to make it cheap (in development), simple and fun as possible. At the moment, alpha version of game is already ready. All described features of the game are implemented already. Current development status: - game mechanics (moving, interacting, shooting, damage models) - READY - UI - READY - metagaming (purchase of weapons and ammunition between locations, briefing and debriefing) - READY - AI of opponents (attacks, evasion, player search, reactions to changes in the situation, state of stunning, etc.) - READY - first location (passage scenario, content, level design, cut scenes) - READY - rest of locations - WIP the software part is 95% complete. Polishing gameplay, optimizing and bug fixing in progress. The following specialists are invited to the project enthusiastically: 1. Sound-designer 2. 3D artists (modelers) - enviroment props 3. 3D Animators - there are 4 characters need to be animated Planned Steam release - september-october 2019.
  7. Hi everybody from Gamedev.net, Us, Xilvan Design is building 2D & 3D games in Blitz3D, we are now showing to you our kindly official gaming related pages. - The Xilvan Design Website - (please click on each links, download games & bookmark the pages): Lights of Dreams IV: Far Above the Clouds v14.17. Candy World II: Another Golden Bones v20.75. Candy Racing Cup: The Lillians Rallies v7.47. Candy World Adventures IV: The Mirages of Starfield v12.07. Candy to the Rescue IV: The Scepter of Thunders v15.07. Candy's Space Adventures: The Messages from the Lillians v25.47. Candy's Space Mysteries II: New Mission on the earth-likes Planets v15.17. -"Firstly, I removed many bugs caused by Noopy's Ball in Candy World II v20.75. In Candy to the Rescue IV v15.07 & Candy's Space Adventures v25.47, I've verified everything related to the Lighthouse, the Windmill & the great Trees. Now the ball appear at the respective place in front of Noopy or Candy. In Lights of Dreams v14.17 I fixed the turning of the character Xylvan & many more. Now the grass is lower in order to give a better monster visibility." -"Secondly, I fixed the turning around bug in every game, except in Lights of Dreams IV. In this one, every monsters have a new color. I fixed the side of every teleporting & pet switching during a game." -"Thirdly, I changed the installers of each games like Candy World II, Candy World Adventures IV, Candy to the Rescue IV & Candy Racing Cup. Now the logo in each games are showing in each step of the installation process. I finally got my Candy World Adventures IV v12.07 installer for all my fans. Our games are free for the moment!" -"Fourthly, I fixed the colors of the ambient lights, adjusted the starlight coming from Galaxies, now the dogs may Walk, Run, Jump, Fly together, Grab bones, Pastries, Golden Bones, Hearts, Crystals, attack with freesbies. In Candy's Space Adventures, I fixed the far away galaxies, the stars, the planets, all asteroids are present, comets may be destroyable just like the evil ufos. Around the planet, It may have sattellites & healing stations." -"Fifthly, I've found a new grass textures for my 3D games including Candy World II, Candy to the Rescue IV, Candy Racing Cup, Candy's Space Adventures, Candy's Space Mysteries II & Lights of Dreams IV. Now these game are playable & more challengeous." -"Sixtly, it will be possible to edit all the levels of the game since Candy World Adventures IV v10.07. All 28 levels and 8 more in the future. Now, Noopy will do more animation than in v9.47. In v10.37, I've also Added two more colors for the buttons: An Orange & a Yellow one. Since v11.07, the butterflies have more possibilities of colors. Now, the game is ready to be tested by you in v11.57, because, for the moment, the install work great." -"Sevently, I Want to continue Candy Racing Cup: The Lillians Rallies, then I've just changed the camera type. I want to add more circuits, characters & cars. Now, there's no more accident in the demo caused by collisions. The cloud may now change of lightening. I changed the cars' reflection of lights & added butterflies of all colors. In next versions, I want environment mapping applyed on the cars, maybe I'll add more worlds to explore, more cars & more characters." -"In conclusion, In the near future, I'm up to create a whole new Spatial Mode in Lights of Dreams V. New Space travel possibilities will be available before 2020 in our games. In v14.17, I changed the leaves around the colomns buildings. Now they're altmost all textured & visible all sides." Once more, here is my YouTube Channel, where we are showing Candy's & Lights of Dreams series. Each games is free to play for the moment! Now I have around 1223 subscribers! - My Youtube Channel - Hope you'll like our games, bookmark, downloads & watching our videos! Friendly, Xylvan, Xilvan Design.
  8. Hi all! I'm an independent video artist looking to collab with an environmental artist to create a short video game scene for my next project, set inside A mythical jaguar's Ethereal Jungle. I'd like to work with someone who could create an ether jungle environment & biosphere for a scene that would last up to 30 seconds max. Please contact me on reinen.fable@outlook.com if you'd like more info/interested thank you for your time!
  9. Hi Game Devs! We are a startup that aims to serve indie game groups in making your amazing games! Our mission is to assist you in making the game arts. We'd love to hear your thoughts and ideas to make it happen! If you are interested in our project, please consider to fill in the short questionnaire below. It would only take 1 minute of your time. Also, if there are any matches, we'd love to invite you for a user interview (paid) in the future! Looking forward to your warm responses! Questionnaire link: https://forms.gle/Ye241S4GwJTpjEuYA
  10. I have implemented basic animation into my engine and now I would like to blend two animations together. The way I have it set up is there are AnimtionClip This is a serialized data containing its skeleton and bone information AnimationInstance Keeps track of how long it has been running, and the final transforms of the animation clip. Along with if it was active and if it is looping AnimationController Has an array of AnimationInstance's Assuming that I wanted to blend two animations that had the same skeleton, I am not sure how I would. My first naive attempt was to take two AnimationInstance's and multiple their final transforms together. This didn't get quite what I was looking for, as they would blend but the character would double in size. Am I only supposed to multiple certain parts of the final transforms together?
  11. I am trying to animate a sword to my character in the Unity animation tool. When I record the walking down animation I set the sword to 180 degrees and the animation looks fine. When I go to the walking left animation and set the sword to 90 degrees everything looks fine in the animation. When I go back to the walking down animation the sword is set to 90 degrees. I am assuming for whatever reason I am not recording the rotation of the sword and can't figure out how to. Any help would be greatly appreciated ! Thanks !below are screenshots https://1drv.ms/u/s!Aizj5bmf9qNDhCpJP8p5JA_Xjavk https://1drv.ms/u/s!Aizj5bmf9qNDhCs-GOfm3JQl7w6x
  12. Hi, My name is Spencer Goold Executive Director of The AGIF, a startup nonprofit with the mission of advancing the missions of other nonprofits (aka NGOs: Non-Governmental Organizations) worldwide and to connect changemakers for a better world. We're developing a mobile game app to help raise awareness on global issues and to create more funding opportunities for smaller nonprofits around the world. This will be a 16-bit strategy-based, city building game in the artistic style of the SNES title, “Zelda: A Link to the Past” or the SNES “Final Fantasy” series. You play as a customizable avatar from an alien, yet familiar world, where your community is deeply impoverished. Your character receives an educational scholarship and, upon completing their education and making valuable connections, decides to return home and apply their knowledge to help their community thrive. You’ll begin with building a small education center where you can offer further education to the local youth. From there, they can begin contributing in new ways to the economy. As your resources grow, you can build new facilities such as sanitation, water, and medical structures. Once your population begins to stabilize and grow, you can upgrade your facilities to accommodate a larger populous. As the gameplay progresses, you’ll begin to deal with new issues such as the spread of disease, famine, and natural disasters, to name a few. Once this begins, you’ll need to reach out to your friends who are also playing for resources and volunteers to help tackle the issues together. The hope is that we can do this in a way that will educate players on some of the more prevalent issues that we face in the world while inspiring the spirit of giving and volunteerism. The game will be free-to-play with in-app purchases, where the money will go to charity to help people in real life. I am now seeking pixel artists and animators for my new team who can help me develop a 10 – 15 minute gameplay demo with one complete level. So far, we have a fully fleshed-out game doc with concept art, but would be open to interpretations and new concepts. If you're interested, please comment to this post below or send me a PM. Thanks, everyone, for taking the time to read through this. With gratitude.
  13. The Orx 2D Game Engine team have released their next demonstration / tutorial video. This episode shows how to synchronize animations on a hierarchy of objects (parent/children) using the Orx Portable Game Engine. For example, for a parent object, you can have a number of animations defined in the data config, say directions for a robot. You can have matching animations defined for a child object, for example, a flame which will change direction to keep in sync with the parent. This is achieved all in data configuration using naming conventions. Overrides and exceptions are covered in the video too. Hope you like it and find it useful.
  14. Hey guys, We are CYDProds, a studio that recently brought 9 talented people with will to start a long-term project in game dev based in "a game a month" policy. There is currently 2 artists, but we think that having one more to release the burden that they are having at the moment, and to agilize the art team. If any of you is interested send me a message to discord and I will give you more details! #8246 Squall22
  15. THE PROJECT INT is a 3D Sci-fi RPG with a strong emphasis on story, role playing, and innovative RPG features such as randomized companions. The focus is on the journey through a war-torn world with fast-paced combat against hordes of enemies. The player must accomplish quests like a traditional RPG, complete objectives, and meet lively crew members who will aid in the player's survival. Throughout the game you can side and complete missions through criminal cartels, and the two major combatants, the UCE and ACP, of the Interstellar Civil War. Please note that all of our current positions are remote work. You will not be required to travel. For more information about us, follow the links listed below. INT Official website IndieDB page Also follow social media platforms for the latest news regarding our projects. Facebook Twitter 3D ANIMATOR We are looking for an Animator to join the Art team to rig characters and create animations for the game. You will be