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What's The Deal With Procedural Animation?

Geat 44,385 1 year ago
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Get SPARK: https://spehleon.gumroad.com/l/ylxsd Detailed guide to making IK systems: https://github.com/SpehleonLP/IK-Guide Procedural sound effects for games: https://github.com/pdJeeves/Chiptune-Sample-Library Chapters: 00:00 - Intro 00:22 - What is Procedural Animation 01:45 - Inverse Kinematics 02:50 - Why use procedural animation? 04:30 - Gait Systems 07:15 - Retargeting 10:06 - SPARK In this comprehensive video, I delve into the fascinating world of procedural animation in games. I explore various aspects of procedural animation, focusing on armature animations for animals and robots, and the context in which these animations are used. Key Topics Covered: What is Procedural Animation?: We start by defining procedural animation and discussing its difference from traditional animation, using examples from iconic games. Exploring Inverse Kinematics: A deep dive into inverse kinematics, its role in animation, and how it differs from traditional animation in expressing a character's internal state. Challenges and Solutions in Procedural Animation: We address the complexities of procedural gait systems, the difficulties in capturing dynamic movement, and the limitations of traditional animation in this context. Game Adaptations and Retargeting: Insights into how games adapt animations for different characters and the challenges of retargeting animations across different character models. Hybrid Animation Solutions: I introduce SPARK, a tool for creating animations for full-body inverse kinematics systems, and discuss its features and advantages in game design. Conclusion: I conclude that procedural animation is not a binary choice but should be used alongside traditional animation to enhance flexibility and realism in game design. I encourage viewers to suggest additional resources in the comments.

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