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Latest Animation Activity

If your animation system can transform visible objects attached to bones, it can transform hitboxes attached to the same bones: both are generic 3D geometry and probably authored together in the same 3D model editor. 
The difference, and the game engine dependence, comes in the next logical ste…

3,520 views
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gamedevdigest
March 29, 2024 01:50 PM
Game Dev Digest Issue #227 Animation, Mind Blowing Shaders, and more

This article was originally published on GameDevDigest.com

This issue has a bunch of great shader posts, animation related posts, and lots more. Enjoy!

Grass System Extension : Cutting - Here’s the post that explains how to extend the grass system to add the much requested feature to cut grass. The p…

1,922 views

Put yourself in the rigger's shoes. What questions would YOU need to ask the animator? 

2,116 views
theaaronstory
February 28, 2024 05:01 PM
Stars do speak│Crún devlog #2

The original blog is from Itch.io

The curse does not end with dreams that are dreaded, as the weight of the binds does not fade away; numbing the soul and scorching the beast. There is no warmth that is loving to embrace, as the depths of the caves have long forgotten the dwarf that was once above.

A…

2,952 views

Hello,

World of Anork version 1.4 is out:
https://anork.neocities.org/

1,653 views

JoeJ said:
But if i broke premise, you did the same earlier already, since the question was about a tuple of (Mesh, Instance, AnimationState), and your example would then refer to multiple appearances of the same tuple.

True, as long as they are unique in the tuples - you have to (as you said) rebuil…

3,326 views
How is the Bezier curve used for a spring oscillation?

Just found some code example here: https://blog.maximeheckel.com/posts/the-physics-behind-spring-animations/

They confuse ‘framerate’ with timestep or deltatime, but nice otherwise. 

2,584 views
Applying rotation from animation

Hi,

I am having a weird issue when rotating my character with animation. The issue is that a position in the world is being interpreted differently depending on the direction of the character. When I do not apply the animation rotation data to it, it seems correctly identify the position -519.0f, 0.…

3,248 views

The generic solution to your problem is commonly called “root motion" (https://docs.unrealengine.com/4.27/en-US/AnimatingObjects/SkeletalMeshAnimation/RootMotion/​ , https://docs.unity3d.com/Manual/RootMotion.html).​ 

I have no experience in implementing it myself, only used it in the various e…

3,081 views

@JoeJ 

Hmm, you know, at first I wanted to delay the chest so that it would catch up with the movement of the body after a while. But given that the movement is very fast, the opposite effect actually occurs. Thanks for pointing this out and it really can be used in interesting situations.

2,879 views

@scott8 Ah I see. This has helped me understand a lot, can't thank you enough!

3,179 views
Handling animation translation

I have not worked much with animation data, and actually i have animated it all by myself.

But i think it is common to us a root bone which represents the ground. This root bone parents the hip / pelvis, which usually is the first bone in the character hierarchy.
When animating a walking cycle, the r…

2,247 views

snoken said:
When using quaternions, the skeleton looks fine except the z axis rotation. The arms go up instead of down. If I negate only Z, the arms come down as they should but they are not aligned with the torso, they are rotated back. Other than that, the skeleton looks fine and in the correct p…

5,834 views
Skeletal animation: Rotating left and right arm gives different results

Thank you for helping me understand and providing an insightful response once again!

2,292 views
Combining translation & rotations and per-frame rotations

snoken said:
I am confused on how you are supposed to combine these matrices

The normal standard order for transformations is T.R.S. I'm unsure if BVH follows this however.

For BVH and the rotations order, it seems to be Y,X,Z: https://research.cs.wisc.edu/graphics/Courses/cs-838-1999/Jeff/BVH.html

2,522 views

Hey, all - I'm looking for a general artist to join my project, someone who can do some of the following: simple 3d modeling/rigging/animation, a few simple shaders, and perhaps some concept/story art. Art styles I enjoy are: Journey, Final Fantasy XII (but simplified a lot), and Tenderfoot Tactics…

1,713 views

Simply trying it may give a faster answer than waiting for someone to answer the question.

Try to figure out what you see as the most likely correct solution, and build it in a small scale. If it works, you're done. If it fails you learned your idea was wrong, try to figure out what is wrong, correc…

2,305 views

I feel something is wrong specifically with RotationZ, when I apply this, the arms go all weird and the behaviour changes dramatically

2,886 views
OpenGL rendering animation skeleton with cylinders

You ignore rotations.
If you rotate the upper arm, you want to rotate the lower arm, hands etc. with it.
But currently you only propagate translation to child bones: 

auto matrix = parentMatrix * Mat4::Translate(jointPos);

jointPos tells where the bone has its center of rotation, but you also need…

2,306 views
klg71
June 24, 2023 08:00 AM
Run Animation, Target Selection and Camera Movement

There was a lot of activity in the last two weeks. We performed a playtest on 15.06. I gathered a lot of constructive feedback. The primary improvements recognized are the following:

  • Need for more suitable run animation
  • Better visibility for the selected target
  • If the camera collides with a wall and z…
2,303 views
theaaronstory
June 18, 2023 06:08 PM
Breathing life into a character

Bold plans require dedication that often falls into the league of the fantastical: Few would dare to tackle those, even less succeed in it… While the end is still yet to be seen, the idea of a walking creature of a beast, that only existed on paper for so long, has slowly taken its shape; over the …

2,180 views

need music??? I can do very neat sounding stuff!!

I'm an award nominated artist and have big music industry people say my music would fit in several games!!

https://youtube.com/@remixedcat for samples.

I also have a project here with full versions and looped versions

https://remixedcat.itch.i…

2,939 views

Resolved this, there is an issue with the latest version of assimp causing this, reverted to assimp 5.0 and its working as expected now

2,863 views
danys
May 04, 2022 12:02 PM
Modern Cinematic Impact Sound Effects

Bluezone Corporation's 'Modern Cinematic Impact Sound Effects' is a sound library of innovative, powerful and pre-designed impacts for both fast and professional results. You couldn't be better equipped to design your next animations, blockbuster or trailer, as well as your intros and presentations…

16,030 views
Creating game videos: best practices and pitfalls to avoid

Natalia Shuhman shares the Alconost Video Production department’s experience in game trailer and teaser production.

You may have heard that Alconost is a localization company, and we do indeed localize games into more than 70 languages. But we also create videos for games, and that is the subject of…

21,511 views
OpenWorldInteractive
July 09, 2021 01:39 PM
Beast Master - Dev Update 24 - Swimming

Hello, this week we added new swimming mechanics to Beast Master.

In our previous blog posts, we mentioned that we will add content related underwater to Beast Master. Players will able to swim and find resources below the ocean. Also we will add some ship physics to the game which will allow to bui…

8,901 views
danys
March 08, 2021 03:42 PM
Soundwave - Robot Sound Effects Released - Bluezone Corporation

Bluezone releases 'Soundwave - Robot Sound Effects', a new sci-fi sound library providing a massive selection of impressive robot sounds created in 24 Bit / 96 kHz. From synthesized robot movements, complex mechanisms and transforming sounds to futuristic weapons and energy blasts, these Transforme…

8,328 views
danys
February 08, 2021 01:06 PM
Steampunk Mechanical Sound Effects Released - Bluezone Corporation

'Steampunk Mechanical Sound Effects' from Bluezone Corporation is a collection of 158 carefully recorded and designed steampunk sound effects and complex mechanisms. Available in 24 bit / 96 kHz wav format, this sound library was created with carefully sampled sources ( Factory machine sounds, rust…

10,425 views
Nirlah
December 10, 2020 07:14 PM
Spine 8 Direction Character | Part 4 – Sword Attack

Originally published at https://notslot.com/blog/2020/04/spine-8-direction-character-part-4.

In this part, we will add a weapon to our character and animate an attack animation, and create a sword holding animation to be combined with our Idle and Walk animations by code.

Follow along! The download l…

8,305 views
danys
November 02, 2020 03:11 PM
Forest Textures released at Bluezone Corporation

Forest Textures from Bluezone Corporation is a collection of 307 carefully recorded forest sound effects. From breaking, creaking, cracking, handling and falling sounds, to subtle leaf crunches, rustling foliage and wood impacts, this sound library features a large variety of high-definition audio …

6,874 views
GoldHeartNicky
July 31, 2020 10:52 AM
How to Animate Characters in Unity 3D | One Dimensional Blend Trees Explained
Learn how to animate characters in Unity 3D with dynamic animations from blend trees! This beginner-friendly tutorial is a complete walkthrough of one dimensional blend trees and how we can use blend trees to create new animations for our characters using float parameters
5,929 views
theaaronstory
July 15, 2020 04:16 PM
Unleash your inner demon! (New character animations, climbing system, and flight) + Video

This update was one of the most fun I've had in a long time! So buckle up, as I guide you through how the “your actions change the world” trope was extended to the player character, and how it changed the entirety of this update, from start to finish!

You can also skip to the very end, for the TL;DR…

5,024 views
danys
May 18, 2020 10:08 AM
Cave Creature Sound Effects Released - Bluezone Corporation

'Cave Creature Sound Effects' from Bluezone is a collection of 180 carefully recorded and designed organic creature sound effects and cave ambiences. This impressive sound library provides a wide selection of brutal monster attack sounds, detailed movements, heavy stomps and large footsteps, gurgle…

6,544 views
apiotras
April 29, 2020 10:57 PM

For those interested in digital arts and animation, the DigiPen Institute of Technology has just released a three-part video tutorial on how to animate an avalanche. Taught by Jazno Francoeur, DigiPen’s program director for BFA in Digital Art and Animation, the tutorials provide instruction on…

3,961 views
Nirlah
April 28, 2020 01:01 PM
Spine 8 Direction Character | Part 2 – Rigging

Originally published at https://notslot.com/blog/2020/04/spine-8-direction-character-part-2

In the second part of the 8 directions character animation tutorial, we will rig our character in Spine, add mashes to create squishy movement, and organize all the different directions to simplify our work.…

7,835 views
Nirlah
April 20, 2020 05:49 AM
Spine 8 Direction Character | Part 1 – Photoshop

Originally published at https://notslot.com/blog/2020/04/spine-8-direction-character-part-1

In this Spine 2D tutorial series, we will go through the process of creating a character in 8 directions. Perfect for top-down and third-person games.
We will cover the full workflow: Photoshop, rigging, anima…

8,571 views
FishingCactus
November 19, 2019 02:24 PM
Nanotale is now out on Steam early access. Learn more about our game production and workflow.

From Epistory to Nanotale

When we released our first game Epistory, we wanted to do something different from what you could find on the market. One of the ideas was to create a typing game. We didn’t know if there was…

7,211 views
khawk
November 08, 2019 04:38 PM
SideFX Launches Houdini 18

SideFX has launched Houdini 18. The new release adds new features in Vellum, fluids, pyro, destruction, modelling, and more.

Check out the launch presentation for more information:

 

5,248 views
Blakkfox
November 04, 2019 01:42 AM
Heratis- Battle Demonstration

Hey everyone! Fox here, and I'm putting up a short video showing our battle system, and some of its aesthetics! (Mimic monster isn't ours, and will be replaced)

 

 

 

Heratis_Battle.mp4
4,268 views
khawk
October 08, 2019 07:07 PM
Cubic Motion's Persona Now a 70% Smaller Capture and Live Animation Solution

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…

5,016 views
Liaison
July 29, 2019 04:48 PM

Full Body Performance Capture Data Streamed Directly Into Game Engines, New File Formats Added; Live Booth Demo at SIGGRAPH 2019

LOS ANGELES, Calif. – SIGGRAPH – July 29, 2019 – Vicon today announces the upcoming release of Shōgun 1.3, the latest addition to its industry-leading performance …

4,922 views
ProjectTaival
May 27, 2019 10:13 AM
Dev Diary #021 - After R&R

Hi, and welcome to this weeks dev diary!

First, I must apologize for not having had anything interesting to show for a long time now. Most of the time that could have been used for something productive have sunken into technical difficulties and optimizing the settings of various software th…

3,749 views
ProjectTaival
May 20, 2019 02:01 PM
Dev Diary #020 - After Management

Hello and welcome to this weeks Dev Diary for Project Taival!

For the past two weeks I have been trying to find solutions for the slow rendering times, but haven't found anything that would be sure to fix the problem - other than to render on lower quality. Which brings me to one of this wee…

3,589 views
Nova Villanueva
May 19, 2019 04:51 AM
Creating the Cinematic Game Intro Animation
Survival Game | The Mills 

Hello! My Name is Nova Villanueva. I am the indie developer of the game, The Mills. Today I worked on integrating the cinematic animation for the intro of the game. I had embedded the intro animation for the teaser trailer within the actual game's scene. This was a…

4,045 views
FishingCactus
May 14, 2019 09:26 AM
Spring-cleaning! New Screenshots.

Hey guys! 

A fresh air of Spring blows on Fishing Cactus. So, we updated Nanotale's Steampage with new banners, screenshots, and gifs of the game. 

Basically, what you see here, is the fire spell used to burn enemies and combined with the "LARGE" shape to melt the ice. 










BONUS

And…

3,464 views
ProjectTaival
April 29, 2019 02:35 PM
Dev Diary #017 - After Flooring

Hi and welcome to this weeks Dev Diary! This is going to be the last Dev Diary to exclusively concentrate on the floor texture alone. This week is going to be dedicated for making and texturing the floating 3D texts for the "Now Playing" announcements.

 

A Month, In Short

It has take…

3,938 views
ProjectTaival
April 22, 2019 12:29 PM
Dev Diary #016 - After Caustics

Hello, it's that time of the week again - a Dev Diary -day! This weeks topics are yet again around the after effects project and it seems I'm close to having results that I can live with.

 

The Long Road of Fiddling

For the past week I have continued to test several ways of bringing …

3,637 views
ProjectTaival
April 15, 2019 01:45 PM
Dev Diary #015 - After Dark

Hello and welcome to this weeks Dev Diary!

This weeks topics are;

  • Some performance perspective.
  • Progress on the video graphics.
  • Some reveals on the mobile game.
PC Under Pressure

Despite how much I like working with After effects, I must say yet again - it's very tir…

3,709 views
ProjectTaival
April 08, 2019 12:02 PM
Dev Diary #014 - Eternity After Effects

Hello, and welcome to this weeks Dev Diary!

Unfortunately the video has been really slow in the making, as the After Effects seems to be bogged down more and more. The last weeks remedy worked for a while and the program hasn't crashed after that, but overall, it is still very slow to render…

3,710 views
ProjectTaival
April 01, 2019 12:44 PM
Dev Diary #013 - Managing With Slowdowns

Hello all and welcome to this weeks Dev Diary! Today I would like to talk about the status of the Asset Creation Video, as that is all I have been tinkering with this whole week. Without further ado >

 

Status Update

Despite After Effects crashing and losing my progress several ti…

4,091 views
ProjectTaival
March 25, 2019 12:57 PM
Dev Diary #012 - Genre of Possibilities

Hello again, and welcome to the 12th Dev Diary for Project Taival

This weeks subjects are;

  • Progress report on the asset making videos
  • Improved intro video
  • Genre of the 2D game
About Making Assets

The first part of the first asset creation video has been fully edited…

3,773 views
jb-dev
March 16, 2019 01:38 PM
Weekly Updates #36 - Bow To Me 優しく

Hello there, this is your boy "Weekly Updates" coming to you live this Saturday!

Arguably this week wasn't really full of showable things, but still, there are a few.

So let's get right to it then.

Portals Are Fully Working

So let's start with the fact that portals are now fully …

3,669 views
jb-dev
March 09, 2019 04:34 PM
Weekly Updates #35 - Can You See Me?

Well hello there! And welcome to this new installment of your favourite Weekly Update blog!

I won't lie: this week wasn't as productive as I wanted.

Although I was able to still add some new things in the game taking care of my niece and nephew took most of my time (especially earlier th…

4,596 views
Effekseer
September 13, 2018 03:22 PM
Released

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 e…

5,133 views
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