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15 posts tagged procedural animation

maximumwonk:

A wonky elephant on a wonky rampage!  

Being able to knock around objects in the scene is one of the top benefits of a physics-based-animation system like this.  Obstacles also naturally impede motion, so creatures getting stuck or stumbling as they push stuff around is a big bonus.

maximumwonk:

The wonks have motion!  Running laps to keep that beach bod.

The system uses all physics and inverse kinematics to move the little bird feet, resulting in some wiggly but endearing movement.

maximumwonk:

Mama and bb birds checkin out a snack.  An old gif from my physics/ik experiments I never shared.

maximumwonk:

Look at him go!  Combined my custom IK system with a physics controller, and now my bird son is more fabulous than ever.  

This uses PID controllers to apply torques to all his body parts, which can add a lot of wobbly personality.  Sometimes too much.  But now the model will try to maintain the posture set by their IK system, while being fully, physically responsive.  

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maximumwonk:

WONTOBER #11 - a Wonkephant.  

Need several creatures to represent multiple body shapes and leg counts.  Hopefully this’ll help me craft a balance and walking scheme that works with lots of different animals.  More to come!

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maximumwonk:

WONKTOBER #10 - Someone’s got toes!  Ended up being important for making sure his feet point the right way while his legs do their thing.  Now his dance skills are even more wonky.

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maximumwonk:

WONKTOBER #9ish?  This bird knows how to party!

I realized my previous movement system was breaking all sorts of physics rules that inevitably caused major problems (i.e. constantly exploding).  So this neat fellow now moves using joint torques.  I built a little script just to point his limbs in a given direction, already pretty amusing tbh.  

maximumwonk:

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WONKTOBER Day #7. A little concept art. Since we’re designing the project for mobile, it’s fun playing with more vertical environments.

maximumwonk:

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WONKTOBER Day #6. Early prototypes of the walking system. Wonks come in many shapes.

maximumwonk:

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WONKTOBER Day #5. A one eyed wonk with his ball.

maximumwonk:

WONKTOBER Day #4.  Just trying to relax.  

Physically interacting with the creature is a big part of this project.  This is one of the lucky few times where yanking him around didn’t cause him to immediately explode 😔

maximumwonk:

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WONKTOBER Day #3. Look at those tippy taps!

Full disclosure, I’m stuck in an airport and this is an old gif. But he’s still a good good boy.

maximumwonk:

WONKTOBER Day #2.  Got some complicated emotions.  

(Dev note:  been working on UI all day, luckily I had some juicy assets set aside from another project.  It’s important for a wonk to be able to feel every emotion.  Every emotion that can be shown as an emoji that is 🍆)

maximumwonk:

WONKTOBER Day #1.  Feeling like dancing.

The past couple years I’ve loved joining in on the #Inktober challenge, but for 2018 I’m going to try something new.  

I’ve always been interested in animation, interactive art, and weird creature design.  So recently I’ve been trying to combine these, building computer generated animals and a system to bring them to life in a virtual scene.

Since they’re super wonky, I’ve taken to calling them wonks.  To embrace the creative spirit this month brings I’m going to post 31 daily wonks as they keep improving.  Eventually they’ll be a thing, I promise 🎃

Follow the updates here if you’re interested!

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