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Found 136 results

  1. Hi everybody, Xilvan Design building 3D games since 2004 in Blitz3D, we are now presenting you our kindly official gaming related pages: - The Xilvan Design Website - Now with javascript snow & Background music! (please click on each links, download games & bookmark the pages): Lights of Dreams IV: Far Above the Clouds v10.37. Candy World II: Another Golden Bones v13.17. Candy Racing Cup: The Lillians Rallies v3.75. Candy World Adventures IV: The Mirages of Starfield v7.97. Candy to the Rescue IV: The Scepter of Thunders v8.07. Candy's Space Adventures: The Messages from the Lillians v18.37. Candy's Space Mysteries II: New Mission on the earth-likes Planets v8.75. - My Youtube Channel - Merry Christmas & Happy New Year 2019!! Friendly, Alexandre L., Xilvan Design.
  2. Current Project -Action/Adventure/Puzzle -Over the Shoulder/3rd person -Steampunk/Medieval aesthetic -Co-op (2 Player story line) Calling all content creators and programmers of any skill and experience level to join the team. Please be at least 16+ years of age. Artist(s) NEEDED (Unspecific; 3D Models, Concept Art, Animation, Ads, Graphic Design, ...)* *Artist(s), We currently do not have any art styles set. We are looking for an original artist to set the art style for our production. This is a big opportunity. Feel free to ask questions. I am super excited to get started and meet some new people. Comment or message me for Discord server invitation.
  3. Octolancers

    Rene

    This is me, and this is some of my pixel art animation skills, I'll begin posting here this, my profile picture

    © Do not use this image for any purpose

  4. Today starts our new sprint 30. During the last sprint, we did get much work done. 😊 We can’t publish that much pics these days, since we don’t want to spoil the new video scenes. But, I tell you something. 😄 We finished modeling all objects for the kitchen, also for Clearwaters home-office and main hall. We offer you a lil’ glimpse 😉: We need more special textures for some of these objects. It’s a work item for the current sprint. We designed furniture and had fun. We finished texturing some houses from Clearwaters world-outside. We’ve to continue, anyway. We finished modeling all animations relevant for the new video as listed in the script from the last sprint. We made a first-scene animation where he realizes something is weird. We modeled a look-out-of-the-window animation, a looking-around animation, a sneak-animation, and so on. We also modeled several facial animations for the above-mentioned body animations. Some new faces can look left, right, up and down, etc. Clearwater is therefore able to move his eyes and to blink. But we still need to test ALL of these newly created animations in the current sprint. Now, we can throw all necessary-for-the-new-video ingredients in a big bowl. It’s our mission henceforth to make a tasteful soup out of it. How euphemistic! We want to start creating some video sequences, i.e. positioning the cameras in Clearwaters apartment, set light, test all animations, fix all Bugs and issues, adapt Clearwaters appearance, and make everything looking good. After having eaten all Bugs, the video is ready for YouTube. Furthermore, we modeled a hot animation for Clearwaters full body 4K Pic. It’s supposed to be a promotional pic that will appear on social media and on our new game blog as appetizer. 😉 During the current sprint, we want to test and render the pic of him, just minutes before we publish it. This week, I swear, I’ll continue writing the book BIZARRE Episode I! Charly Men’s website charly-men.com gets a new design, too. Our software developer started writing code. I get my own new Content Management System called BeeMS. Don’t ask me why it is so called. 😛 The new game blog for BIZARRE is included in the charly-men.com website as it is now. The Charly Men website get’s expanded and will later include the Charly Men’s BIZARRE game blog, all Charly Men’s books, paintings, lyrics and songs. It gets published hopefully before the sun used up all its helium. I sum all up: We want to texture houses and objects in the apartment. We want to create some video sequences to test all animations and textures. We want to fix all issues and Bugs seen during the video sequence tests. We want to continue writing the book BIZARRE Episode I. We want to render a nice 4K Pic of Clearwater and publish it. We want to continue programming the new Charly Men website as well as the new game blog. I have a great appetite for soup now!
  5. Feirx

    Sparky

    Sparky - 3D Platformer -Unity -Upgrades and Power ups We have development of a very interesting game underway and are looking for more talent and learners! Sparky is designed to be a simple starter project. Easy and fun. If you would like more details on the project feel free to ask . REQs: Discord App We openly invite anyone who is interested. Any skill level. (NEEDED) Programmers 3d Modeler Concept Artists Composers Sound Effects Animators Level Design Any other contribution not listed is more than welcomed Reply or message me for server invite if interested. Thank you!
  6. In this video we will learn to select the object an perform action to the object
  7. [I accept: tutorials, videos, blog posts, scripts, any help is useful] [Preferably, if you are sending scripts to help please in C#] (i already created a post in a discord server, so i'll attach the post print)
  8. In this video we will learn to control the 3d interface of blender
  9. Nilmani Gautam

    Blender : Intro to layout

    In this video we will learn to change the blender layout
  10. Hello and welcome everyone. I am starting another complete new Tutorial on 3d modelling and animation on blender Please comment what types of chapter could i include to make it complete from very beginning to exper
  11. We are a small team of 2 coders (both with degrees in software engineering) a writer/producer (me) and a sound designer. We are currently looking for a reliable and dependable person to help us with this project. It is in early planning and the art style will be decided by who applies. Think King's Quest style art and game play. Anyone interested please contact me or tell me how to contact you. - We are using Unity as our platform and will distribute through Steam. - The game will have mature and occult themes, so applicants need to be fine with this. - The game requires about a dozen characters and 12 - 24 backgrounds. - We are female friendly and welcoming. Creative input is also welcome. You will feel like part of the group. Rather than write a wall of text, if you are still interested after reading this feel free to ask questions here and I'll answer them with as much detail as possible. Your questions will also help me learn what information is important to add in the future.
  12. Sup dudes and dudettes! I'm in the process of implementing an animation state machine and am currently making a 2D blendspace state for it. I think I've figured out how to blend the different clips together given an [x,y] coordinate but I have one problem I'm not sure how to solve; matching the different blended clips' animation speed. Say you have your run-o-the-mill twin-stick character locomotion blendspace, where max Y, zero X means running straight forward, and max Y, max X (in either direction) means running at an angle (thus blending run_forward with run_strafe). In this case the animations' speed probably match, so there's no worry. However, say I'm halfway up Y, meaning I'm "jogging", in the sense I'm halfway between walk_forward and run_forward, and my X is at some arbitrary point. How would I blend these animations together so that their speeds match? Would it be as simple as 'lerping' the animation speed of the walk towards the speed of the run and scaling the speeds of all the clips to match this speed? Sorry if the question is poorly written.
  13. Hello everyone! Here's the long-awaited devblog after a long hiatus. During this time we have been able to review an enormous amount of feedback and also done a lot of work taking into account that feedback. Well, one step at a time. Right now we are working on the level progression not only for Iratus but also his minions. And while advancement for Iratus is simply a redesign of his Talent Tree, the level progression of minions is a brand new mechanic that we’ve been asked to add for a long time by our audience. Players told us that our minions are too expendable and lack personification. Well... a necromancer is supposed to just make new soldiers even if he lost his whole squad in a fight. But what can we humans do without emotional attachment, right? Without that feeling you get when you devote time and energy into a minion only to see them come to the brink of death in a battle with the "force for good". So, the minion advancement system is in the process of being developed! Minions will now earn experience points in battles, in special events on the map and also through specific artifacts. With the right amount of experience your minions will level up into a stronger, more powerful form. After level up you will be given an opportunity to improve one ability and with it, a basic characteristics of your minion (such as Dread, Luck, etc). Also, with every new level the HP of your minion will increase no matter what. At the moment we are working on the interface and will showcase it very soon. So go out and prepare to improve those important characteristics, get valuable abilities and make your minions stronger! Especially when a whole new minion is scheduled to join the army of Iratus in the coming updates! We will make an announcement regarding this in our next devblog, think about it until then. We continue making new animations and fixing the ones that we already made, while closely listening to your feedback. Here are the new animations for Geomant, Mad Mage and Lost Soul. All right, that's all for today. Stay tuned, because the next devblog wouldn't take this long anymore. See you soon! Unfrozen Team
  14. Septopus

    RepairBot Movements

    Here's the completed basic animation set for my RepairBot. (left to right) Turning right, turning left, moving forward turn left, moving forward turn right, jump, moving forward, idle. And full sized android for size comparison. I'm finding robots are an excellent way to improve my animation skills without all the intricacies of organic meshes distracting me. Plus, robots look okay with somewhat non-fluid movements so I don't feel like I'm being too lazy either. hahaha
  15. Septopus

    ArmBot Movement.

    Got my basic set of animations done for the ArmBot. Moving forward/back, idle, turning right/left, and picking up object. When the coding is all done, I'll go back and add in transitional animations to make state changes smoother. I'm apparently testing the limits of the .gif file format as well. Or at least this website's ability to handle them. Gonna go ahead and finish up the animations for the RepairBot as well. THEN I'll start on some props and whatnot.
  16. Hello guys! I want to learn to make my own assets, characters, model and so on for my own games, instead of having to rely on others assets (and be able to create the things I actually want, and not just what I can find that is avalible) So I have spend on/off the past month trying to figure out the basic of how it works and such, what to expect and which programs there are avalible and what they cost. Truth be told, considering how many different software, tutorials, and complexity of it all, it seems very hard to figure out where to actually start, with this. Especially because it seems as though most of any software that's commonly used when you search the interwebs, it seems as though they are all insanely expensive for a mere mortals. However, I looked at the software called ZBrush because I can see it's a software that is used in big companies like Blizzard, EA and a lot of other big studios, both related and unrelated to the gaming industry like movies and such. Though it is still a pricy piece of software it is the only software of the big ones that I found that is not a yearly or monthly subscription based software, but a perpetual software license purchase software. A one year autodesk Maya subscription cost more than a perpetual software license from the newest ZBrush version that last forever. In a perfect world were money didn't matter to me, I'd just buy them all and use whatever I liked the best, but I'm not made of gold so I'll have to choose between one or the other of them all. But it just so happens that while I looked up on ArtStation few days ago that I can see there is a 20% of on the newest version of ZBrush until October 1st 11:59 PM which will save me 179$ which is A LOT to me so I seriously consider to buy ZBrush now that it seems to be the cheapest software of the big ones there is (that I have found so far) and especially now when I have a chance to save A LOT! However, as I said before: considering how many different software, tutorials, and complexity of it all, it seems very hard to figure out where to actually start. Even when I look at ArtStation, DeviantArt it seems as though a lot of people even have used both Maya, PS, ZBrush or up to 6-7 programs whereas half of them I havn't even come across or heard of before. So this basicly just make me more confused whenever I think I finally got how it works... So at this point I don't even know anymore, which software does what, which software do I actually NEED, and which software is just "luxury" software (one where they might use 'software A' for this and 'software b' for this, but you can actually do the same in both 'software a' and 'software b', it is just easier to different things in boths software). So the question I want to make is truly: If I want to make a character for my game (let's say Sombra Cyberspace from Overwatch), fully animated, complete and all like she is in Overwatch, into my Unity 3D game, which software do I actually use to make all the required steps? How many "steps" are there in the process of doing this? Do I actually need more than Unity and modelling software like Zbrush (If that is what they are called - please correct me if I'm wrong)? Is ZBrush the choice for me or am I just doing a very costly mistake, because it can't actually do what I think it can? Or do I end up having to buy a lot of other different software aswell if I buy ZBrush in contrast to some other software solutions? Can I actually live without ZBrush or any of all these expensive software solutions? When you answer please bare in mind I'm a newb, so please refrain from using very technical answers, or to answer like you think I know something, because I don't. Talk to me as if I'm a total rookie and moron and explain it to me as if I were a 5-year old
  17. Hi there,I'm in need of a dedicated artist who wants to help in the development of a game for switch.Stylized/Cartoony style is preferred.Requirements:Quality 2D Character designAbility to create custom weapons and armor + animating themExperience with 2D puppet riggingBonus:Experience creating 3D environment objects. Exterior and InteriorPlease do not respond if you don't have the time to dedicate to a larger size project.If you aren't good with 2D art and animation, but great with 3D environment objects, you can still contact me.If you're interested, contact me at addictcodercs@gmail.comPlease send portfolio. Bonus for animated art. Double bonus for characters switching gear. Triple bonus for animated characters switching gear. Thank you all,_addictCoder
  18. Hello, I'm working on developing a 2D platformer. In the game, the player can run/jump/etc, and they can also often shoot at the same time that they're performing these other actions. For programming these actions, I have no issue constructing the relevant FSMs and getting them to behave as intended. My issue comes when I need to find the right frames or animations for the sprite to show. Should the game just check if the player is shooting and what state they're in and then have the right animations hardcoded in to play in each possible outcome of that if statement? I've considered some potentially more elegant solutions like having a normal sprite sheet and then a shooting sprite sheet where the shooting sheet has the corresponding shooting frame at the same position in the sheet. Then the animator would just have to load the correct frame of its current sheet no matter what, and whenever the player is shooting, it simply swaps out the regular sprite sheet for the shooting one. Basically I can think of a few different ideas that sort of solve this problem, but none of them seem ideal. I wanted to know what the generally accepted best practices are for this type of problem. Any advice would be appreciated.
  19. I'm an animator/programmer, and my specialty is animating static images using 3D modelling software (Blender). Looking for a 2d artist who can produce NSFW images (NOT the sprites/spritesheets, just a static scene) to use in an action-RPG style of h-game. Mostly for a hobby joint-project, but It would be a good opportunity for both parties to practice their skills. Please message if you're interested or want to invite me to an already established team. Thanks!
  20. Effekseer Project develops "Effekseer," which is visual software for creating open source games; on September 13, I released "Effekseer 1.4," which is the latest major version release. Effekseer is a tool to create various visual effects used in games and others. With Effekseer, you can easily create various visual effects such as explosion, light emission, and particle simply by specifying different parameters. Effekseer's effect creation tool works on Windows and macOS. The created visual effects can be viewed on Windows, macOS, Linux, iOS, Android and other environments with DirectX, OpenGL and so on. In addition, there are plugins / libraries for game engines such as Unity and UnrealEngine4 to view visual effects. Effekseer 1.4 is an updated version of Effekseer 1.3 released in November 2017. This update contains the following changes: The renewal of UI. Support the tool for macOS. Addition of a function to read FBX with animation. Addition of parameters to protect collied effects and objects. Addition of parameters for easier control of the effects. In addtion I improve plugins/libraries for Unity, UnrealEngine4 and Cocos2d-x. Besides that, more than 40 new sample effects have been added and many bugs have been fixed. Effekseer 1.4 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  Sample Effects. Tool Demo
  21. Effekseer Project develops "Effekseer," which is visual software for creating open source games; on September 13, I released "Effekseer 1.4," which is the latest major version release. Effekseer is a tool to create various visual effects used in games and others. With Effekseer, you can easily create various visual effects such as explosion, light emission, and particle simply by specifying different parameters. Effekseer's effect creation tool works on Windows and macOS. The created visual effects can be viewed on Windows, macOS, Linux, iOS, Android and other environments with DirectX, OpenGL and so on. In addition, there are plugins / libraries for game engines such as Unity and UnrealEngine4 to view visual effects. Effekseer 1.4 is an updated version of Effekseer 1.3 released in November 2017. This update contains the following changes: The renewal of UI. Support the tool for macOS. Addition of a function to read FBX with animation. Addition of parameters to protect collied effects and objects. Addition of parameters for easier control of the effects. In addtion I improve plugins/libraries for Unity, UnrealEngine4 and Cocos2d-x. Besides that, more than 40 new sample effects have been added and many bugs have been fixed. Effekseer 1.4 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  Sample Effects. Tool Demo View full story
  22. Hello people. Am a Computer science graduate student and planning to do the Game designing course in Canada and this is my personal statement for the college and it is the first draft ,hence no professional or fancy words used here. Please help me in the statement before i submit it and let me know if there is anything that has to be cancelled or shortened or edited. The essay is way over the specified word limit and i will work on trimming it so please help me on this. Essay attached as txt file. Any help would be appreciated.I have just two days left to submit so please reply as soon as possible. Thank you. Essay.txt
  23. The new Sprint 29 starts today. During the previous Sprint 28, we did some work items as planned. 😊 For example, we continued texture houses, and this is more precisely, what we’ve done: We modelled some more facial animations for main-character Charly Clearwater, as you can see below. Doesn’t it look nice, all these faces side by side? Do you have all these mood ups and downs in a day, too? I mean, at least they correspond to all my different daily bizarre thoughts I have, but however, we do need all these faces for the new video. We made a test video during the last sprint. We wanted to know whether we have missed something, and sure, we did. We need some more (facial) animations, we need more props, more textures, but also noises and lights. We need open-doors and someone who intends to kill Clearwater. Would you like…? 😉 I wrote a script for the new video and here is what it says: We modelled some required objects for Clearwaters kitchen. Just the normal stuff. You know. A coffee machine. A pan. A knife. A bottle. Etc. Some of them are already textured and imported in UE4, others are more complex and need more time and effort to finish. We modelled some more animations for Clearwater, relevant for the video, but also for the whole game. He is now able to drop dead, to sneak and to shoot correctly. We need more of them, but we intend to have created all relevant animations at the end of this sprint. We need more objects for Clearwaters office. A computer. A mobile phone, very important! Books and papers. And so on. A work item for the current sprint. I should continue writing the book BIZARRE Episode I. I try. It’s a bit colder these days. I’ve seen no baby ducks in a while. When we have finished all works for the new video, we have also finished our first game level. It’s THE first level. The first game level of our life. The level that taught us sooo much. The level with the first polygon, the first vertex ever. The level with the first character that is sexy moving and acting in it. Did I say the word “level” too many times? It’s the level that taught us how to program in Blueprint, how to animate and to model a character, how to set light, how to texture polygons, how to make collisions, plus plus plus… No, I’m not crying! I wouldn’t do…! But now, we know not even 1% of all game relevant things, I guess. We’ll never stop learning cuz there is SO much to learn started with UE4. All these buttons. There are like one billion buttons in UE4 and we used maybe 50 so far. Head high and till Sprint 30!
  24. GameDev2017

    a BIZARRE Status Report 2018

    It's damn hot in Germany! Isn't it the same for u? Over the last four weeks, we've mainly sweated, but we managed to do some gamedev stuff, too! Now and then. 😉 First, we did a Status Report video, in which Charly Men talks about the achieved game successes of the last year as well as about all set targets till next year in July approx. It’s a summary in which you can consume all important facts about the game in “only” 10 minutes. We continued painting walls but that’s not new at all. It’s a tricky mission that will last weeks. We also continued fine tuning Clearwaters shooting behavior. We modelled a gun. The gun that, shot by an unknown, will hit Clearwaters head in the first scene. From then on, Clearwater will start receiving bizarre visions. We modeled a one-handed shooting animation in which he is also walking, and we created a more accurate shooting animation holding the gun with both hands. We adapted his hands and fingers to the new gun and attached the weapon to his hand via envelopes. We created some new facial animations for Clearwater, all relevant for the video. We want to make a drama out of the thing and keep the facial expressions hidden, just until the new video is published. 😛 The book writing is stopped at the moment as no one can write absurd horror scenes at 35 degrees. The sun, all the flowers, baby ducks and sun cream. Come on!!! What to do in the next 4 weeks? We continue texturing the game environment of the first game scene. We want to switch between the one-handed and the both-handed shooting animation. We need to program that in UE4. We must check out how he can use his gun best. We want to create a first test sequence for the new video in Clearwaters apartment. From the videos beginning till its end. Did we miss something, do we need more animations, more code, more texture? It’s time to think about the background music for the new video. How would the BIZARRE music sound? Continue writing the book BIZARRE Episode I as soon as the baby ducks get older. Now then, ladies, let's get in the pool!! 😄
  25. A global update for the "Character Interaction" package has been released. For more information click here. https://www.unrealengine.com/marketplace/character-interaction
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