An Animator Friendly Chain Simulator for In Game Animations by Blizzard || Rigging a Dynamic Cape
ฝัง
- เผยแพร่เมื่อ 13 ก.พ. 2024
- At Blizzard, the Animation department produces character animations which get evaluated in our video games by the game engines. These joint-based skeletal animations are mostly produced from motion capture systems or by artists using DCCs like Maya. However, to animate the accessories of a character like cloth and hair, artists prefer to employ simulation tools to achieve physically correct motions. Our artists explored a few existing solutions (e.g., Maya’s nCloth) to simulate these accessories, but were either limited by the difficulty in setup requirements, or were unsatisfied at the amount of time it took to get visibly acceptable simulation results. So, we developed a custom joint-chain solver inspired by various publications. In this talk, we will detail some of the existing solutions that were evaluated and present their limitations. Then we will illustrate our approach that helped overcome those limitations and extend the capabilities. And finally, we will discuss some use cases of our solution using our production characters and highlight how our artists benefited from employing the simulator.
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skeletal animation, maya advanced rigging tutorial, simple rigging in blender, cinema 4d charcter rigging, unity animation rigging, how to rig low poly character in blender, how to make rig controls in blender, how to rig a player model, apps for rigging in animation. - ภาพยนตร์และแอนิเมชัน
Thanks for reposting all of this is one place it can be crazy hard to find
Very nice work, congrats man!
It’s not my work! It belongs to Blizzard.
Is this available for purchase?
wooooooowwwwwwww
Nice work man
Nice work
👏👏👏👏👏
It's not my work! I just reposted the video.
where do you found all this source ? that's incredible!
Where is the address of the original video? Is there a paper that can be implemented for reference?
can you export ir to unreal? Or it only works for maya.
You bake the animation and it would come into unreal