Model skinning
Models can now be attached to flexible physics objects, so that they can bend and twist correctly. This means that I can apply the rabbit model to the physics-based animation skeleton! We can also have cloth, carrots with floppy leafy ends, bendy pieces of meat, flexible rope and so on.
These screenshots are from an animation demo in which Turner automatically reaches for glowing points at arbitrary locations.


This is pretty sweet. The screenshots only do it much justice. Jeff showed me the actual thing in action and it is so good.
Yeah, I wish you guys could see the actual program running. The physics are really fluid and nice.
Sounds like it’s great!
By fluid, you mean realistic, super-realistic movements, or just not laggy?
There will be no Tech Demo’s, I guess? Not even to check system compatibility?

bwhehehe, just kidding.
it is both super-realistic and not laggy. As far as the other questions goes I have no authority or knowledge of those matters :/; the limit to what I see is how much Jeff shows me if I ask him.
A small video may have cleared up some things for these comments, screenshots are still great anyways. So you are in fact implementing things like meat, carrots, other foods and even ropes? Man, so Turner can even sit down and grab things huh? This is looking to be a great game, it’s impossible to think that a small team can make such a technologicaly advanced game but, this game really proves everyone wrong.
OMG so awesome! This is gonna be so sweet.