I decided to make my form guide free, In the end I want to get the info out there, I just don't have the following or energy to do that while it's a paid product.
https://t.co/qJkSfB76en
It's a deep dive into a very specific topic in rendering, and i hope you fine it helpful!
@shafu0x I once asked on an art test for an internship if the polygon count was triangles or quads, and the hr guy complained to the school dean that I was acting cocky.
@mojibaked Good work for your first!
If you want to push it more, it's using some pretty default timing and curves, and there isn't much of a sense of weight with each step.
I find it's good practice to try and see how extreme you can make timing before things start to break.
@LincolnMargison@boltondynamics Doing it in code isn't more procedural, it's just possible that it's more dynamic.
Overgrowth just isn't generative past what it was authored for.
@LincolnMargison@boltondynamics I think your narrow version is correct.
Though the axis you care about seems to be novel motion in unplanned situations. Tho saying that overgrowth isn't procedural is a little silly imo. ANY anim sys you need to build in intents, and a pose is a really clean way to store them.
@LincolnMargison@boltondynamics Personally I'm working on some stuff that's adjacent though, but I'm not a fan of full proceedural. Rather I think the approach that's better for animators is to not bake and blend anims, but rather rig in engine and bake the rig intents.
@LincolnMargison@boltondynamics But also, I think discrediting what team Ico has done is a bit disingenuous. Many parts of the games fit closer to procedural than anim blending, especially the climbing of the colossus.
But I do agree it's generally not an innovated form.
@LincolnMargison@boltondynamics Um
Team Ico has been doing this since the PS2, NaturalMotion's Euphoria did full muscle/nervous-system simulation in GTA IV, RDR, Force Unleashed.
You seem to be doing cool stuff, but this is a reach.