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.