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Procedural Generation of Mammals and Locomotion

a year ago
  • #procedural-generation
  • #animation
  • #game-development
  • The developer is working on procedurally generated and animated creatures for their game 'The Big Forest'.
  • Initial work involved procedural model generation and animation, starting in 2021 but intensifying in 2024.
  • The goal is to create 3D creatures that fit the forest environment, focusing on mammal-like designs.
  • Procedural generation challenges include defining meaningful parameters and ensuring valid creatures from random values.
  • Early models used extruded rectangles to capture basic proportions, evolving to more complex structures.
  • Attempts at automatic parametrization (e.g., PCA) were unsuccessful due to lack of meaningful control over traits.
  • Manual parametrization was pursued, focusing on high-level parameters and joint placement.
  • A Gradient Descent tool was developed to speed up creature creation by matching reference model silhouettes.
  • Procedural animation was approached kinematically, using FK and IK, with iterative improvements.
  • Challenges in animation included natural movement, especially for fast gaits like galloping.
  • Comparative tools and data plots were used to study and refine animation against handcrafted references.
  • Despite progress, both procedural generation and animation require further refinement.
  • The developer plans to take a break from creature work before continuing.