<?xml version="1.0" encoding="utf-8" standalone="yes"?><rss version="2.0" xmlns:atom="http://www.w3.org/2005/Atom"><channel><title>Animation | Dencho</title><link>https://www.dencho.dev/tag/animation/</link><atom:link href="https://www.dencho.dev/tag/animation/index.xml" rel="self" type="application/rss+xml"/><description>Animation</description><generator>Hugo Blox Builder (https://hugoblox.com)</generator><language>en-us</language><lastBuildDate>Wed, 16 Nov 2022 00:00:00 +0000</lastBuildDate><image><url>https://www.dencho.dev/media/icon_hu1b14c2ed69a2f89c06f5de8cc0bd5fd1_301795_512x512_fill_lanczos_center_3.png</url><title>Animation</title><link>https://www.dencho.dev/tag/animation/</link></image><item><title>Physics Based Procedural Animations [02]</title><link>https://www.dencho.dev/projects/experiments/2022/physicsbasedproceduralanimations02/</link><pubDate>Wed, 16 Nov 2022 00:00:00 +0000</pubDate><guid>https://www.dencho.dev/projects/experiments/2022/physicsbasedproceduralanimations02/</guid><description>&lt;p>Calibrating the muscle joints on big Boss Character.&lt;/p>
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&lt;p>This character is for a physics based combat system I cant exactly talk about due to an NDA.&lt;/p>
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&lt;p>For calibration and debugging physics I setup quick disposable testbed logic that might look pretty weird out of context.&lt;/p>
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&lt;p>When done right, this guy will struggle to move objects with heavier mass than others. This is what it looks like when moving all objects with the same mass.&lt;/p>
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&lt;p>And this is why we calibrate.&lt;/p>
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&lt;/div></description></item><item><title>AI Mob Controller [05]</title><link>https://www.dencho.dev/projects/experiments/2021/aimobcontroller05/</link><pubDate>Mon, 10 May 2021 00:00:00 +0000</pubDate><guid>https://www.dencho.dev/projects/experiments/2021/aimobcontroller05/</guid><description>&lt;p>This experiments goal was to iterate on my previous AI Controllers and refine the locomotion and procedural animations.&lt;/p>
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&lt;p>I spent a good amount of focus on the making sure procedural animations work with physics.&lt;/p>
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&lt;p>The result allowed me to play an animation, and have physics forces affect it in a nice good lerpy way.&lt;/p>
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&lt;p>Next I applied the same system to another nonstandard skeleton.&lt;/p>
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&lt;/div></description></item><item><title>Inverse Kinematic Vending Machine</title><link>https://www.dencho.dev/projects/contracts/2021/smartvendingmachine/</link><pubDate>Sun, 10 Jan 2021 00:00:00 +0000</pubDate><guid>https://www.dencho.dev/projects/contracts/2021/smartvendingmachine/</guid><description>&lt;p>Contracted to make a "Smart" Vending Machine feature designed to work with VR Players.&lt;/p>
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&lt;p>NDA Prevents me from showing the UI or final outcome of the feature.&lt;/p>
&lt;p>The goal was to create a Vending Machine that had a would automatically adjust to the VR Players Height via a Robot Arm controlled by Inverse Kinematics.&lt;/p>
&lt;p>The teams technical artist provided the Vending Machine mesh with armature for the screens housing. The first step was connect the bones to a simple Inverse Kinematic script.&lt;/p>
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&lt;p>Next I see how it targets the Players Head transform.&lt;/p>
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&lt;p>With a bit of some C# magic, the Arm for the screen will extend out to any nearby Players Head transform. When the target is out of range for x+ seconds, the screen will retract back into the machine.&lt;/p>
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&lt;/div></description></item><item><title>Physics Based Procedural Animations [01]</title><link>https://www.dencho.dev/projects/experiments/2020/physicsbasedproceduralanimations01/</link><pubDate>Tue, 18 Feb 2020 00:00:00 +0000</pubDate><guid>https://www.dencho.dev/projects/experiments/2020/physicsbasedproceduralanimations01/</guid><description>&lt;p>I love working on physics based animations.&lt;/p>
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&lt;p>I love procedural animations, most system use Inverse Kinematics to accomplish this, as do my systems. However I wanted to take it to the next level and allow dynamic blending between Inverse Kinematics and Physics Simulations.&lt;/p>
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&lt;p>This should allow my to play a Humanoid animation on the skeleton while still applying IK to the bones, and lerp between a "Live" and "Ragdoll" state for the characters physics body.&lt;/p>
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&lt;p>Its far from perfect and I still need to find a use case but, its still fun to look at.&lt;/p>
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&lt;/div></description></item><item><title>Horror Style Mobs</title><link>https://www.dencho.dev/projects/contracts/2020/horrorstylemobs/</link><pubDate>Sun, 05 Jan 2020 00:00:00 +0000</pubDate><guid>https://www.dencho.dev/projects/contracts/2020/horrorstylemobs/</guid><description>&lt;div class="video_thing">
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&lt;p>Contract to add horror themed mobs to a VR experience. NDA prevents me from showing the finished prototype.&lt;/p>
&lt;p>I used an asset pack and custom texture from a FilterForge plugin.&lt;/p>
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