Procedural Animation For Overgrowth - Wolfire Games
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The animation being procedural is great. The quality of said animations is terrible, though, as is tradition with the Lugary school of design.
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@Augzodia Lol if you've played through portal 2, you should get a flashback by that post. XD
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I'm curious as well. Are the balls of feet used as IK targets for the legs? And, what are the mechanics behind the physics oriented animations? You guys seem to have included everything I ever wanted in my own games. I'd like to go into Indie someday, but where's a good place to start? Learn C++ early, since I've got some coding experience? Use Blender? Make my own engine? Even your earliest works on Overgrowth are fascinating. Rock on.
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guys jsut look at this video and the vary last video they have which is the alpha video. LOOK AT ALL THE PROGRESS THEY MADE!!! keep up all the FANTASTIC work :D
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u could explain a little Dx..
so..how is the interaction between your bvh skeletal(keyframed) animation and ragdoll physics made? Im most curious about that..Is it all about inverse knematics?
;D im so impressed with the quality of your software...Do you do all of it(low-level c++)? What apis are u using? Sorry I cant find those info on the site or blog..
¦D
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1:20 dead space?
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this video has inspired me to use procedural animations rather than the traditional method which slows the content pipeline. thanks for the post
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this video has inspired me to use procedural animations rather than the traditional method which slows the content pipeline.
The animations are impressive, especially for a team of this size. And yet, I can't help but feel as though the models need a 'walk-to-run' transition. As of now, the model will be completely stationary,and suddenly switch to breakneck speed. Perhaps there could be a period of speeding up, before reaching full speed?
Just a thought.
Kallen3330 2 years ago 52
The guy at 1:20 looks like some crazy human-praying mantis hybrid.
Augzodia 2 years ago 36