@@spartanwar1185 There is a game called thrive that is basically sciencey spore that is in really early development, maybe shamble with them in their discord
Now this guy knows how to give a good talk. Very visual, concise, focus on high level concepts rather than technical details. A bit of humour never goes astray. And this technology is amazing.
It's because he looks like a gangsta instead of a metalhead... He can't be successful in the game industry...riiiiiiight? Let's go drink a beer. Then I can continue working on my massive open world racing space mediaeval rpg that I will surely finish soon, who needs to learn things any way.
"I work for ubisoft, here are some games I can neither confirm nor deny I've worked on, btw I can't comment on the names of these games either" real confidence booster to get the show started. Stopped watching after 4:45 because it's not a good explanation at all. Each thing he sites as defining characteristics of IK can also be applied using FK, therefore they aren't a good explanation of IK. We can use retargeting of animations, and procedurally / event-driven animations at runtime in FK or IK. Who the hell is Ubisoft hiring?
Ubisoft dev in jan. 2018:"Big guys will have no problem carrying a rocket laucher, and your grandma will not" E3 2019: Watch dogs Legion announced, you can play as anyone, from big strong guys to old grandmas
This is some next level stuff that we should be using already. We could make so much better games if we use these design principles in all aspects of development.
Slaxbox: He's not talking about any old IK setup. He's talking about a system that allows for animations to be used on different rigs with the same IK technique. Life Art Studios: Toolsets like this take a lot of time to do and developers have to figure out how to manage that time and resources. That's why a lot of that stuff is iterative. Look at how Sony's first party devs crib tech from each other. Everybody stole animation stuff from naughty dog, who in turn borrows stuff from insomniac and Guerrilla.
Watching any talk from years ago on a game development subject makes you wonder wtf developers have been doing since then. Games get prettier and better at extracting money from you, but they sure don't seem to get smarter.
Saw this before at about 3 years ago, I was excited about how cool it was. Saw it again today and amazed, realize how much effort he put in to implement all those.
Finally! It's so great this talk has been uploaded, there's a lot of great information on our self-imposed constraints in game design that this tech manages to break!
this is by far the most important GDC talk I've ever seen. That's what the Star citizen guys need.. it's a shame they didn't invest in R&D on this tech, they got only one male rig, female animations not done after years.. sounds like they would need that stuff desperately (esp. as they really need universe-scaling tech)
I'm sure they're aware, there's been a number of talks on this topic in the forums for at least a year (robertsspaceindustries.com/spectrum/community/SC/forum/61894/thread/hey-devs-there-is-something-your-character-animato). Not so sure what they've decided to do about it though. But I agree, they would definitely need something similar to this approach if they want it as dynamic and emergent gameplay as they say. At least they're not afraid of procedural tech so fingers crossed. Cuz the animations at the moment really breaks immersion .
@@mezzanine510 Hi, i was made on my own before the GASP was launch, there was some experimental plugins in Unreal Engine that i used, such as Motion Trajectory and Pose Search, and after this i just adjust the ground friction, Max acceleration and deceleration of character, i used ALSV4, i discarded his entire locomotion system and made a new one my own way, only use as reference the rotation system of ALSV4, to create a dynamic and smooth rotation of character, then i made a lot of others factors of the video, like a bunch of Ik system, and a procedural walk system, i was about to make videos about this on my chanel, but work and time is hard, and GASP is already for free, so i don't think people will be interested in old motion matching system...
@@leonardob.v1756 Awesome, thanks for the reply and info. I'm attempting to implement a similar system to this directly into my ALSv4/Lyra based system. I'm wondering if it's worth trying to use the Motion Matching's pose search at all, since I'm trying to work with a minimal amount of animations. I did briefly look into GASP but haven't wrapped my head around it yet!
David Medlock in Unity: Very hard. A lot of work has to be formulated on your end - and I would suggest getting plugins such as: Final IK, and PuppetMaster (both assets are by Partel Lang (sorry: the spelling might be wrong), he's an awesome dev and you won't regret these purchases). Both of these assets will make your road to an Animation system like this 30 times lighter and easier to go through. It probably will still take months to develop and you will need some 3D maths skills and programming skills too. Amazing ideas tho, I've been working for years to do this kind of stuff in Unity.
Oh well, I had forgotten that at 50:10 he actually mentions Final IK(by Partel Lang - the developer at RootMotion). So there u go - Unity has tools for it but you still have to do a lot on your own, and particularly if you wanna save time probably buy the assets I mentioned.
I can one up for Final IK if using unity I purchased downloaded and had a simple test aim setup going within 10 mins and with minimal tweaking it still looks 10x better than unity default IK etc.
FinalIK is good. Unity's Mecanim already has builtin layer and IK pass out of the box. It requires a little programming but it's not a monumental amount of work. One of the best articles I've read about Unity's IK is found by the developer of that game where the rabbits fight each other...the hell is the name of that game...oh yeah Overgrowth. here;s a link-> ruclips.net/video/LNidsMesxSE/видео.html Awesome article.
Ok the lighting here looks awesome. How is this rendered? Did they run it through a proper raytracer or is this realtime? Is there any way to achieve a similar result in UE4? Thanks!
i know he said this is an idea not a software component but if someone did make something like this as a generic engine component like simplygon or bullet/havok etc they could make a million dollars
Yeah but so is physics. People still use a third party solution for it, though. Because if someone takes the time to focus all their effort on that one component they can make it much better and more polished
He even addressed this in the presentation... including the fact that there are existing IK runtimes... though, most of this is not really that new. Havok has had an animation system capable of 're-targeting' for several years now. (Not IK based though, so it would not work well when pitted against stairs, etc.) It's also not just something you can plop into an existing game. It's an entire content creation "pipeline" (impacts how humans create content). It means you have to make your animations and rigs with this process in mind right from the start. He says that if you have already started motion capture, it's probably too late to convert to this setup. This is because instead of representing animations as bone rotations, you represent them as abstract 'parameters' to various constraint drivers. (If I understood correctly, though I imaging it should be possible to convert existing captured motions into this format, even if only by hand tuning.) Of course, having a good IK system is a prerequisite, so this is where your middleware comes in, and not all existing IK solvers will necessarily be able to support these kinds of constraints... (or rules as he calls them) he completely glazes over the fact that you need an IK system in the first place, as if everybody just has one, or that they are so trivial to implement they aren't worth mentioning. I've never looked into it, but from what I understand it's about as hard as making a constraint solver for a physics engine... certainly not trivial.
Yeah, I know he addressed it, and I also understand all the caveats you have listed. All I'm saying is I think there might be a place in the market for such a solution, even given the difficulty and setup involved.
Frankly speaking, a million dollars is pretty little. It is at most 10 (underpaid) devs for 1 year at the level that the devs need to be for this kind of project.
Ragdoll all ubisoft game so bad, damn!!The ragdoll used in HL2 was very good ten years ago and Ubisoft still can't do it. think it would be great if Far cry had a good ragdoll and extra blood and wounds..but Ubisoft is terrible, if only Rockstar games with Far cry would be great with their euphoria ragdoll!!!!
I wanted to see quadrupeds and wow he did show quadrupeds. Very impressive. I am curious to see how his quadrupeds fare on laterally uneven ground though.
This is somewhat reminiscent of Eskil Steenberg's animation system 'Confuse' he came up with for his game 'Love' back in the daze: www.quelsolaar.com/confuse/index.html
It is not the same. The skeletal controls in UE4 could be utilized to yield roughly the same thing, but with UE4's current tools it would be a lot harder and require more steps.
This is something that Unreal developers have been using for a while now, but it's good to see it be expanded into full body animation adjustment for mocap. Taking an animation and remapping it to a different rig is possible in UE4, but all the bones have to be the same, and it's VERY finicky and can't be done real-time like this can. Very interesting to see this happen. Curious to see what titles this will be in :D
True, but that's a "regular" IK solution. The techniques shown here are much more advanced and can be retargeted to different armatures. It will take a while before we'll see anything like this on the Asset Store, let alone built into Unity.
I have a question. Why is it we have such amazing animations and physics but 95% of the games have such incredibly boring gameplay design? So much wasted potential. Most of these games are saved by the amazing graphics and/or story.
Because game design isn't that simple, there's a lot of concepts to learn about how to make a good game. I should probably write an article about it at some point
I was thinking about the same thing. It maybe because companies think majority of players do not want to live out a fantasy (GTA - "What if I could do anything in real life?", Red Dead "What if I could be a cowboy?", Skyrim "What if I could be a fantasy hero?) than experience a "new" game-play (Katamari Damacy, Death stranding, Grow Up). I think there is enough to show that innovative game play is equally desirable (Spores, Minecraft). But I think the "big companies" think it is way too risky, and the "I want to live out a fantasy" is a safer option.
Interesting, but it was mostly just a sales pitch, would've much rather seen a lot about how it actually works, now im just left guessing (their rig is bscly just some points in space + a ton of ue4's 2bone-ik nodes? and the 'rig' for a model is just defining said points?)
I think the key difference is that the rig is converting FK data to IK data first, which makes it much easier to modify at runtime, whereas UE4 currently still would require you to modify FK data at runtime.
you awesome! are you using any adobi animation tools ? Mya softwares?? , i tried some adobi editor /rigs/demos and i really like their stuff. ! huge library of helpers .
33:44 just one day ... " immediately after ... " took me several months to realize ..." LMAO The most impressive thing honestly is how this dude is able to sell 3 lines of code as if they were God's truth xD Still, congrats
yeah, he is goddamn right, although they create the software and develop technology at Ubisoft to use it in pracitice in games, but what is more important is, that he gives away the CONCEPT, because he created the concept! And he gives it away for free. A freakin gamechanger, for free, you can literally use it just after watching the video, amazing :)
This has inspired me to start creating something really similar!
And "we're not making star wars games here at ubisoft" aged well.
ahahahaha yes true
28:08
"What do we do here?
After we fire the level designer.."
LMAO
Ain't slipping a joke that funny past me
I could imagine this sort of stuff being used to recreate Spore
Damn i bet it'd look awesome in 2018
This is great no more rock glitches.
@@AlleyKatPr0 someone sounds a big jaded
@@AlleyKatPr0 someones salty LOL
@@spartanwar1185 There is a game called thrive that is basically sciencey spore that is in really early development, maybe shamble with them in their discord
From time to time i come back to this talk, and it never cease to amaze and inspire me.
Now this guy knows how to give a good talk. Very visual, concise, focus on high level concepts rather than technical details. A bit of humour never goes astray. And this technology is amazing.
An he's wearing amagician's cape
he did not explained anything basically, bad talk
It's weird that there aren't many people at the talk. It should be full.
Exactly my thought immediately when they zoomed out at the end of the video.
That's because the title sucks :/ It has 0 appeal.
It's because he looks like a gangsta instead of a metalhead... He can't be successful in the game industry...riiiiiiight? Let's go drink a beer. Then I can continue working on my massive open world racing space mediaeval rpg that I will surely finish soon, who needs to learn things any way.
Probably the timing of the talk .
"I work for ubisoft, here are some games I can neither confirm nor deny I've worked on, btw I can't comment on the names of these games either" real confidence booster to get the show started. Stopped watching after 4:45 because it's not a good explanation at all. Each thing he sites as defining characteristics of IK can also be applied using FK, therefore they aren't a good explanation of IK.
We can use retargeting of animations, and procedurally / event-driven animations at runtime in FK or IK. Who the hell is Ubisoft hiring?
Ubisoft dev in jan. 2018:"Big guys will have no problem carrying a rocket laucher, and your grandma will not"
E3 2019: Watch dogs Legion announced, you can play as anyone, from big strong guys to old grandmas
This is what I do in my spare time at college, stare at GDC talks for 2 hours and get inspired!
This is some next level stuff that we should be using already. We could make so much better games if we use these design principles in all aspects of development.
This is old stuff, my dude.
fortnite would not run on ervery pc or smartphone with benchmark killing animations like this..... capitalism baby
Slaxbox: He's not talking about any old IK setup. He's talking about a system that allows for animations to be used on different rigs with the same IK technique.
Life Art Studios: Toolsets like this take a lot of time to do and developers have to figure out how to manage that time and resources. That's why a lot of that stuff is iterative. Look at how Sony's first party devs crib tech from each other. Everybody stole animation stuff from naughty dog, who in turn borrows stuff from insomniac and Guerrilla.
Watching any talk from years ago on a game development subject makes you wonder wtf developers have been doing since then.
Games get prettier and better at extracting money from you, but they sure don't seem to get smarter.
@@nalankadi1654 I feel that. Working on making sure life art studios doesn't go the same route.
This needs to be in everything.
This is the coolest, funniest and most informative GDC talk of all the GDC talks
Saw this before at about 3 years ago, I was excited about how cool it was. Saw it again today and amazed, realize how much effort he put in to implement all those.
One of the coolest thing I have seen over the years....
Fascinating tech and some very good analogies. heck, some pretty good comedy too.
Its funny too, accent plus the cadence of the way he talked made me go "wait what?.. oh, that was a joke.. oh that's funnny!" lmao
Finally! It's so great this talk has been uploaded, there's a lot of great information on our self-imposed constraints in game design that this tech manages to break!
this is by far the most important GDC talk I've ever seen. That's what the Star citizen guys need.. it's a shame they didn't invest in R&D on this tech, they got only one male rig, female animations not done after years.. sounds like they would need that stuff desperately (esp. as they really need universe-scaling tech)
I'm sure they're aware, there's been a number of talks on this topic in the forums for at least a year (robertsspaceindustries.com/spectrum/community/SC/forum/61894/thread/hey-devs-there-is-something-your-character-animato). Not so sure what they've decided to do about it though. But I agree, they would definitely need something similar to this approach if they want it as dynamic and emergent gameplay as they say. At least they're not afraid of procedural tech so fingers crossed. Cuz the animations at the moment really breaks immersion .
I love how Unity added a new package similar to this for free! So cool
Which package do you speak of?
@@MrJellyconelly Animation Rigging, it's a preview package so you need to enable Show Preview Packages in the advanced settings of the package manager
I replicated all these with Motion Matching Locomotion in Unreal Engine 5,get a pretty and nice results,thanks GDC
Using a plug in or did you program yourself?
Hey, did you use the motion matching project's included animations or use your own?
@@mezzanine510 Hi, i was made on my own before the GASP was launch, there was some experimental plugins in Unreal Engine that i used, such as Motion Trajectory and Pose Search, and after this i just adjust the ground friction, Max acceleration and deceleration of character, i used ALSV4, i discarded his entire locomotion system and made a new one my own way, only use as reference the rotation system of ALSV4, to create a dynamic and smooth rotation of character, then i made a lot of others factors of the video, like a bunch of Ik system, and a procedural walk system, i was about to make videos about this on my chanel, but work and time is hard, and GASP is already for free, so i don't think people will be interested in old motion matching system...
@@leonardob.v1756 Awesome, thanks for the reply and info. I'm attempting to implement a similar system to this directly into my ALSv4/Lyra based system. I'm wondering if it's worth trying to use the Motion Matching's pose search at all, since I'm trying to work with a minimal amount of animations. I did briefly look into GASP but haven't wrapped my head around it yet!
Incredible idea and even better explanation!
5 genders: mocap data, heroic, female, zombie, and beefy boy
based
how did you forget T-Pose?
@@OwenPrescott tpose rights are human rights
Peak into a new era of animation =) Fantastic talk !
Watching this all i can think is watch dogs legion, it just makes sooooo much sense the use of this tech in that game
Oooppo. Op
@Bonut jioo
So this is how mr Assassin walked through crowds
35:01 gotta appreciate all the little touches.
Really interesting talk, thanks to Alexander for sharing this !
This was made six years ago?? Does Unreal have something like this? I know it has SOMETHING called IK Rig, but is it the same thing?
So cool. I wonder how easy to get these types of techniques/tools/libraries into, say, Blender and Unity/UE4.
David Medlock in Unity:
Very hard. A lot of work has to be formulated on your end - and I would suggest getting plugins such as: Final IK, and PuppetMaster (both assets are by Partel Lang (sorry: the spelling might be wrong), he's an awesome dev and you won't regret these purchases). Both of these assets will make your road to an Animation system like this 30 times lighter and easier to go through.
It probably will still take months to develop and you will need some 3D maths skills and programming skills too.
Amazing ideas tho, I've been working for years to do this kind of stuff in Unity.
Oh well, I had forgotten that at 50:10 he actually mentions Final IK(by Partel Lang - the developer at RootMotion). So there u go - Unity has tools for it but you still have to do a lot on your own, and particularly if you wanna save time probably buy the assets I mentioned.
I can one up for Final IK if using unity I purchased downloaded and had a simple test aim setup going within 10 mins and with minimal tweaking it still looks 10x better than unity default IK etc.
FinalIK is good. Unity's Mecanim already has builtin layer and IK pass out of the box. It requires a little programming but it's not a monumental amount of work. One of the best articles I've read about Unity's IK is found by the developer of that game where the rabbits fight each other...the hell is the name of that game...oh yeah Overgrowth. here;s a link-> ruclips.net/video/LNidsMesxSE/видео.html Awesome article.
@@EnriquePage91 kkkkkkkkkmkmmmkmkkkkkkkkkkkkkknkmm.kkkmkkkkkkkkkkkkkkknkkkkkkkkkkkkmkkknkkmmokkkkkkkkkkkmkjhkkknhkjjkkhkjjjkkkkkijjijjkhikhihibiikkkkkikkkkkkokkcj ick🤣🤣c coupon icoiooc😘🙄
13:40 guy holding large cylinder steps higher with his left foot than everybody else. Am I seeing that properly or am I going crazy?
This is something I need to learn. This is so important
Very nice use of physics in those animations. Top notch work!
When the character reached for the wall, I felt that.
Me too
Ok the lighting here looks awesome. How is this rendered? Did they run it through a proper raytracer or is this realtime? Is there any way to achieve a similar result in UE4? Thanks!
Whats the key concept on how to build that on technical level?
i know he said this is an idea not a software component but if someone did make something like this as a generic engine component like simplygon or bullet/havok etc they could make a million dollars
Well there is software, it's just that it's more of an idea which could be implemented by anyone.
Yeah but so is physics. People still use a third party solution for it, though. Because if someone takes the time to focus all their effort on that one component they can make it much better and more polished
He even addressed this in the presentation... including the fact that there are existing IK runtimes... though, most of this is not really that new.
Havok has had an animation system capable of 're-targeting' for several years now. (Not IK based though, so it would not work well when pitted against stairs, etc.)
It's also not just something you can plop into an existing game. It's an entire content creation "pipeline" (impacts how humans create content).
It means you have to make your animations and rigs with this process in mind right from the start. He says that if you have already started motion capture, it's probably too late to convert to this setup. This is because instead of representing animations as bone rotations, you represent them as abstract 'parameters' to various constraint drivers. (If I understood correctly, though I imaging it should be possible to convert existing captured motions into this format, even if only by hand tuning.)
Of course, having a good IK system is a prerequisite, so this is where your middleware comes in, and not all existing IK solvers will necessarily be able to support these kinds of constraints... (or rules as he calls them) he completely glazes over the fact that you need an IK system in the first place, as if everybody just has one, or that they are so trivial to implement they aren't worth mentioning. I've never looked into it, but from what I understand it's about as hard as making a constraint solver for a physics engine... certainly not trivial.
Yeah, I know he addressed it, and I also understand all the caveats you have listed. All I'm saying is I think there might be a place in the market for such a solution, even given the difficulty and setup involved.
Frankly speaking, a million dollars is pretty little. It is at most 10 (underpaid) devs for 1 year at the level that the devs need to be for this kind of project.
Oh, so the system I've been struggling to make already exists! Nice.
19:20
Alexander : We are not making Star Wars games in Ubisoft.
Me : Aren't you though?
How did he get those characters? I want them ;_;
Truly revolutionary! Can’t wait to see this implemented!
Really fun and inspiring presentation. Thanks.
I see watch dogs legion here but I have a question since this technology was in ubi so early why are the horsey animations in odyssey so bad? :(
Ragdoll all ubisoft game so bad, damn!!The ragdoll used in HL2 was very good ten years ago and Ubisoft still can't do it. think it would be great if Far cry had a good ragdoll and extra blood and wounds..but Ubisoft is terrible, if only Rockstar games with Far cry would be great with their euphoria ragdoll!!!!
"What do we do here after we fired the level designer" Haha love it :D
thanks, this will save me alot of time
43:08 This is what I'm making now and this is perfect for my game.
That alien with the pink balloon looks so happy!
Beautifully explained!
This should be such a next gen thing!
I wanted to see quadrupeds and wow he did show quadrupeds. Very impressive. I am curious to see how his quadrupeds fare on laterally uneven ground though.
Great presentation and great technology
This is somewhat reminiscent of Eskil Steenberg's animation system 'Confuse' he came up with for his game 'Love' back in the daze: www.quelsolaar.com/confuse/index.html
I just wanna know that how can we map the bone-rig animation into the ik-rig one?
I really wanna know how to use this on unreal engine 5
My god i will need a year to create an ik system like this
Man I gotta find a program that fully uses this logic and decompile it I'd love to reference it
I'm not sure, but is the idea from this video not the same as the IK system (skeletal controls) in UE4?
It is not the same. The skeletal controls in UE4 could be utilized to yield roughly the same thing, but with UE4's current tools it would be a lot harder and require more steps.
This presentation is fucking bananas.
So... Is any of the recently announced Ubisoft titles one or more of the NDA things?
the talk was on 2016, so i bet the games would be Division 2, Assassin creezd :Origin , thier Avatar game and matbe Mario and rabids
@@The28studio It looks like AC:Oddysey uses this tech
This is something that Unreal developers have been using for a while now, but it's good to see it be expanded into full body animation adjustment for mocap. Taking an animation and remapping it to a different rig is possible in UE4, but all the bones have to be the same, and it's VERY finicky and can't be done real-time like this can. Very interesting to see this happen. Curious to see what titles this will be in :D
Anyone know what the games he worked on was?
Very impressive stuff!
I'm sure Unity will implement something like this in 6 years.
He already mentioned FinalIK which is a Unity plugin
True, but that's a "regular" IK solution. The techniques shown here are much more advanced and can be retargeted to different armatures. It will take a while before we'll see anything like this on the Asset Store, let alone built into Unity.
Well, now Unity anounced Kinematica to somewhere in the end of this year. It's happening, sooner than you thought.
BlackDragonBE
why do you think that ? I already know guy who did , it just pure math not a new tech that need to be builtin or anything .
@@youtubi123youtubipel what? can you explain a bit pls? is it here yet?
This is what I live for
What is he saying he used? blackjack?
Don't a bigger creature moves faster/walk longer distances with fewer steps?
yo this is sick
Cool stuff. I'll still never install Uplay or buy a Ubisoft game, though.
i can't figure out how to implement that in code
Very impressive.
Good thing Unity and Unreal does this, but I like understanding more of this.
UE4 does this? How?
Look in their examples they have a guy punching a moving wall and the IK responds to it. Same could be implemented for foot placement.
it's called locomotion system in UE4 i guess, Unity took it even futher by using Machine learning , thier tool called Kinematica.
I have a question. Why is it we have such amazing animations and physics but 95% of the games have such incredibly boring gameplay design? So much wasted potential. Most of these games are saved by the amazing graphics and/or story.
Because game design isn't that simple, there's a lot of concepts to learn about how to make a good game. I should probably write an article about it at some point
Gameplay, graphics, physics, sound, levels, cutscenes, performance. Yeah game dev is a mess of many things
Because gameplay is not prioritised enough. It sucks.
I was thinking about the same thing.
It maybe because companies think majority of players do not want to live out a fantasy (GTA - "What if I could do anything in real life?", Red Dead "What if I could be a cowboy?", Skyrim "What if I could be a fantasy hero?) than experience a "new" game-play (Katamari Damacy, Death stranding, Grow Up). I think there is enough to show that innovative game play is equally desirable (Spores, Minecraft). But I think the "big companies" think it is way too risky, and the "I want to live out a fantasy" is a safer option.
why isnt this in any ubi game?
Amazing stuff
Ubisoft: ik rig
Epic games: control rig
Very impressive!
Incredible.
Interesting, but it was mostly just a sales pitch, would've much rather seen a lot about how it actually works, now im just left guessing (their rig is bscly just some points in space + a ton of ue4's 2bone-ik nodes? and the 'rig' for a model is just defining said points?)
I think the key difference is that the rig is converting FK data to IK data first, which makes it much easier to modify at runtime, whereas UE4 currently still would require you to modify FK data at runtime.
What is Kinect?
I´m always saying that at Ubisoft there are many good programmers, but no exceptional programmers. This video proofed me wrong.
good talk
Star Citizen needs this
Great stuff
19:21 and so he lied
3-year update: wow was that a disappointment. RIP Ubisoft. Will be legitimately missed
haha came back to say that they are actually doing SW game now ^^
why is this not in a game already?
But been almost three years... so what has happened with this since?
Why arent prop operations called "properations"?
gerry deserves an oscar... jus sayin
isn't this simply additive animation? or animation layering? on top of an IK animation
you awesome! are you using any adobi animation tools ? Mya softwares?? , i tried some adobi editor /rigs/demos and i really like their stuff. ! huge library of helpers .
19:21 just googled it,, and yes, they are making it 😂😂😂😂😂😂 (2022)
This guy has got some funky looking balls
Ok but show me the source code.
33:44 just one day ... " immediately after ... " took me several months to realize ..." LMAO
The most impressive thing honestly is how this dude is able to sell 3 lines of code as if they were God's truth xD
Still, congrats
imagine combining this with euphoria physics
I suppose this might have been great in a game like For Honor.
Magic
13:03 he threw a joke in here
this is really cool. Its too bad ubisoft did a huge disservice to it by calling it "IK Rig"
49:55
Genius!
yeah, he is goddamn right, although they create the software and develop technology at Ubisoft to use it in pracitice in games, but what is more important is, that he gives away the CONCEPT, because he created the concept! And he gives it away for free. A freakin gamechanger, for free, you can literally use it just after watching the video, amazing :)
gold
great way to design worlds without caring for player animation matching all the terrain.