To be honest most cloth in games these days is still simply done with bone animation, but there are some realtime procedural solutions as MoP describes. Another way to go is to use a cloth sim to generate a bunch of morph targets, and use those in game as opposed to skeletal animation.
Hi, I have long experience in making all kinds of graphics for games, animations, interfaces and illustrations. My portfolio here: http://masterserjio.wix.com/catblack#!games/cprg
You asked for it. Remember you can also ignore this post. If you did not appreciate the response. Long story short; its very cold & mechanical but i don't see much cuteness & fun factor, (for me). Think a stylized approach to this kind of design would've spoken louder than a startwars rolling bot (one of the many they seem…
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Fellow Polycounters: High Moon Studios (an Activision studio) is hiring an Associate Environment Animator for an as of yet, unannounced current gen (X360/PS3) title using the Unreal 3 Engine. This is a junior / entry level position. Full Time / On-site Location: Carlsbad, CA (about 30 mins north of San Diego) Description:…
I was wondering if you guys could show me some of your anime models so I could get some inspiration. I've been trying to get the style of it but it's so hard to get it looking right. Wire frame views would be appreciated!
I am an experienced animator with eight shipped titles, including Guitar Hero III: Legends of Rock, and Trigger Fist. Below are links to my resume and demo reel. My resume - http://www.jesseobrien.com/resume.pdf [vv]57693799[/vv] [vv]90963176[/vv]
For my final year project I am intending to model, rig and animate my labrador. Unfortuately I only got the chance to do one Maya module last year so perhaps am not as advanced as I should be by this stage and have come across some difficulties. I've roughly modelled the dog but now cannot seem to work out how to put the…