PRetty awesome really, especially with the possibilitys it opens up for video game animation and violence.
I'm thinking a zombie game with underlaying skeletons using that system, it'd be pretty damn awesome.
That would be awesome... if everything was made out of gummy candy...
It's a good idea, and a nifty tech demo. Anyone that takes it to the next step has their work cut out for them, but it shows promise.
Also consider the possibilities of mixing this type of shit with endoprhin's physics based animation.
I am.
The images i'm getting my head are all awesome.
Helicopter crashing into a crowd of zombies?
Car slamming into a brittle zombie shattering it's spine while it's flesh tears realistically and showers a crowd of survivors with it's infected blood?
A fucking chaingun against one of these bastards?
Imagine the possibilities.
wow looks amazing, but does it work with rigged characters who have AI and all the rest going on? that would be a true test, being able to shoot holes in a giant beast as it jumps down and you from the 3rd floor and then pulling out your knife and slashing its arm off when it comes at you with its claws...oh yeah
If you click the link at the top, and watch the video, they have a video where the have a baby made of the material with an underlaying skeleton watching a ball go back and forth, and it worked just fine.
Imagine building organs and shit under the skeletons as well, like squishy intestines and everything
thnx Jimmies, just watched that one. It doesnt seem to be animated using "traditional" rigging, it doesnt animate much at all, just sort of wobbles in the general direction of stuff. Id still like to see something rigged doing like motion captured running and diving...into a spike or something, then I will be sure that this will work for games .
That voxelization thing they are doing...can they do it to solid objects like buildings and give each voxel a really solid weight instead of making it all wobbly? then we could have fully destructable buildings...like shoot out half the first floor and the whole building falls sideways and destroys itself and any players in it
If you noticed, with the Buddha example, you can set how rigid an object is. So i'd imagine you could do buildings.
But as far as animation, i'm not sure how it would work unless you just switched to realmatter as soon as the character took damage, otherwise i'm fairly certain running would tear the character to shreds.
Though, like with the buddha thing you could set how rigid and how durable the flesh is (They also have a 2d demo where you can see for yourself)
i'll have to look more...
It would actually be a lot harder to use this with rigid objects like buildings. Buildings don't shatter like jello, they break apart in a different fashion. using this system for rigid destructions probably wouldn't work, or be convincing.
However, the possibilities for organic deformations is fantastic. The baby demos proves that it can be effectively combined with rigged skeletons. And if you can have a user trigger bone animations, you can certainly program those animations into your software. I can just imagine a 3rd-person game like Rune using this for damage modeling. Head, arms, and torsos getting lopped off in a realistic fashion. It doesn't even matter if it looks kind of "squishy." Combine it with the proper art direction and it would go over real well.
Well, in zombie chinko the bodies stacked...
But yes, some people should get together and make a rune clone with this, but with multiple limb capabilities (Stealing other limbs and attaching them to yourself for MASSIVE DAMAGE)
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Well, in zombie chinko the bodies stacked...
But yes, some people should get together and make a rune clone with this, but with multiple limb capabilities (Stealing other limbs and attaching them to yourself for MASSIVE DAMAGE)
[/ QUOTE ]
There should be a another rune game regardless. I mean, it would be pretty awesome to pull off someones limb and see the skin stretch and tear uniquely and then beat them over the head with their lost appendage, as killing people with their own arm was always the funnest thing to do in multiplayer.
that stuff is a year old already btw. The paper was for last years siggraph, but even before he was working on these things. and always remember that people have to put in their papers like half year before the actual conference for review... then add another half year for actually writing it
Replies
It's a good idea, and a nifty tech demo. Anyone that takes it to the next step has their work cut out for them, but it shows promise.
I am.
The images i'm getting my head are all awesome.
Helicopter crashing into a crowd of zombies?
Car slamming into a brittle zombie shattering it's spine while it's flesh tears realistically and showers a crowd of survivors with it's infected blood?
A fucking chaingun against one of these bastards?
Imagine the possibilities.
Imagine building organs and shit under the skeletons as well, like squishy intestines and everything
That voxelization thing they are doing...can they do it to solid objects like buildings and give each voxel a really solid weight instead of making it all wobbly? then we could have fully destructable buildings...like shoot out half the first floor and the whole building falls sideways and destroys itself and any players in it
But as far as animation, i'm not sure how it would work unless you just switched to realmatter as soon as the character took damage, otherwise i'm fairly certain running would tear the character to shreds.
Though, like with the buddha thing you could set how rigid and how durable the flesh is (They also have a 2d demo where you can see for yourself)
i'll have to look more...
However, the possibilities for organic deformations is fantastic. The baby demos proves that it can be effectively combined with rigged skeletons. And if you can have a user trigger bone animations, you can certainly program those animations into your software. I can just imagine a 3rd-person game like Rune using this for damage modeling. Head, arms, and torsos getting lopped off in a realistic fashion. It doesn't even matter if it looks kind of "squishy." Combine it with the proper art direction and it would go over real well.
Does it work fine when say you want to pile things on top of each other and have it behave simultaneously?
But yes, some people should get together and make a rune clone with this, but with multiple limb capabilities (Stealing other limbs and attaching them to yourself for MASSIVE DAMAGE)
cool
sadly, yet not unexpected, my first thought was how to use this for better, real-time breasts.
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thats not sad at all!
Well, in zombie chinko the bodies stacked...
But yes, some people should get together and make a rune clone with this, but with multiple limb capabilities (Stealing other limbs and attaching them to yourself for MASSIVE DAMAGE)
[/ QUOTE ]
There should be a another rune game regardless. I mean, it would be pretty awesome to pull off someones limb and see the skin stretch and tear uniquely and then beat them over the head with their lost appendage, as killing people with their own arm was always the funnest thing to do in multiplayer.
Hehe I just noticed that the demo video says "3D Models by Aubrey Serr" - that's Ninjas!
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I was wondering why that name sounded familiar.
-caseyjones