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Procedural animation redux

By David on November 27th, 2008

While working on the initial procedural movement animation, I took breaks every now and then to record videos of each stage. I started out just blocking out the movement controls and then added layers of complexity. The final animation in Overgrowth is going to look much better than the last scene in this video!


Overgrowth Procedural Animation Process from David Rosen on Vimeo.

15 Responses to “Procedural animation redux” rss trackback
  1. Ahruman - November 27th, 2008 at 1:52 pm

    I like the second-last one. Reminds me of Dark Castle.

  2. Kyrremann - November 27th, 2008 at 2:21 pm

    Awesome! Love the one where the arms was way up in the air!

  3. NovaNoah - November 27th, 2008 at 5:06 pm

    Nice! Will you have a fully skinned + modeled version coming out soon?

  4. Those - November 28th, 2008 at 1:44 am

    Oh my god, the second to last one. Maybe it’s just the fact that the music really started kicking in just as it started running, but that is the best thing I’ve ever seen.
    Please include that in the game in some fashion. I would preorder the game right now if knew I could just punch in a code and spend the rest of the game running around with my arms flailing like a mad ape.

    I registered just to say this.

  5. Bigwig - November 28th, 2008 at 7:52 am

    That looks like one of the coolest things ever! the hands up did look a bit like a mix between an insect and an ape, but that should for sure be a mode in the game as a cheat or something!!!!
    One more thing though, the way the model lands is gonna have more animation right? (i.e. when the model lands on the sand, no sand is displaced like it would be in real life.)
    I always wondered why when I kill another creature and stepped in its blood that I didnt have bloody footprints… :)

  6. Hazel-roo - November 28th, 2008 at 11:00 am

    Bigwig! Please contact me on the forum or IRC!!! >.<

  7. Wolfieisgod765 - November 28th, 2008 at 9:39 pm

    looks great, progress is going fast!

  8. Braden - November 29th, 2008 at 12:27 am

    haha, that snowman guy is awesome

  9. Swordarm - November 29th, 2008 at 3:41 am

    yeah, great music

  10. Wolfire Demonstrates Initial Character Animation (Video) » Kezins - November 29th, 2008 at 8:50 am

    [...] system is in an early stage, the kind creators at Wolfire have posted a new video on their blog.  The game they are working on titled Overgrowth certainly looks interesting so far.  Overgrowth [...]

  11. New blog update on Wolfire development « gamersnewsbits.com - November 29th, 2008 at 9:05 am

    [...] Video: http://blog.wolfire.com/2008/11/procedural-animation-redux/ [...]

  12. yamamonkey - November 29th, 2008 at 1:49 pm

    I can’t stress enough how awesome this is. I was really wowed by the last clip where the environment is all desert and stuff.

  13. Maxwell - December 2nd, 2008 at 4:11 pm

    I’ve actually been working on procedural animation myself…

    http://www.gotow.net/unity/Drunk%20Animation%20Test.html

    However… mine is all physics based, and so there are several glitches and random things that could be improved. I intend on fixing many of these and making this look soo much more EPIC. Keep up the good work guys! Procedural animation is hard =)

  14. Noah - December 3rd, 2008 at 12:19 am

    This project is coming along swimmingly. Great work everyone.

    I’d love to see how the 3d person camera (the viewport?) develops. Any plans to make it dynamic and reactive in anyway. Perhaps procedural camera movement?

  15. Nometet.com » Overgrowth Interview - December 18th, 2008 at 12:12 pm

    [...] started Wolfire and our lead programmer, just released his initial work on procedural animation (here). More fun stuff is just around the [...]

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