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.
Yes, that was an oversight on my part. I was focusing more on making the assets animation friendly for cutscenes like intro scene or chest opening, and wasn't thinking of in game performance. Should I change the title of these? For optimization part I can do it up to the karen girl I made. Let me know if that needs any…
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
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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…