I always thought the Blender animation system isn’t too hard, but after watching this clip I have to rethink the whole thing.
It would be great having such an intuitive and easy to use animation and rigging system blender.
Or is there such a function which I don’t know of?
I’m refering to minute 3:00 in this clip:
I would love to see this in the bge.
Holy bajeeberz, that looks amazing. I would love to see that in action in BGE.
That video is actually really old. This video of a later (but still old) version will blow you away:
Find out how to use simple procedural techniques to achieve interactive and fluid animations using very few key frames, with examples from indie games like Overgrowth, Receiver and Black Shades. What exactly is the difference between a playable...
I wonder if it would be possible to incorporate something like NaturalMotion’s Euphoria (was used in GTA IV and V, not sure about any others) into the BGE.
If I recall correctly, there’s direct access to bones via Python, so to a certain extent some of what’s presented is possible. There’s was a Zelda thread recently on here, where someone had programmed semi-procedural/procedural animations.
I don’t think we can rig things in that manner though : 1