Ancestors

Written by Rune Skovbo Johansen on 2024-12-19 at 14:00

Some progress with the procedural animation (bottom), although it's still pretty rough. And I'm cheating a bit here, copying the "footplate" positions directly from the reference animations while I'm focusing on other things like inverse kinematics.

[#]ProcGen

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Toot

Written by Nikita Lisitsa on 2024-12-19 at 14:07

@runevision You've probably seen it, but just in case: https://www.youtube.com/watch?v=pgaEE27nsQw

Their work is for bipedals, but maybe some similar energy-based system would also work for your case to generate organic-looking animations?

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Descendants

Written by Rune Skovbo Johansen on 2024-12-19 at 14:16

@lisyarus Thanks, I can't remember if I've seen that; I should have a look later. Although, anything relying on an optimization process is probably a no-go for my use case, which requires animation to work on the fly for creatures generated at runtime. That, and the video says biped and I need quadruped (and others) too.

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Written by Nikita Lisitsa on 2024-12-19 at 14:39

@runevision Yep, their approach directly is probably too costly, but at the same time you probably don't need that high quality and detail? Maybe this would inspire you to figure out some simpler optimization with a simpler model that would actually work and be fast enough to generate :)

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