Hi everyone, I am looking for some critique on a bit animation I have been working on recently. It is for my final year project at uni which basically involves using motion capture animation in combination with real time physics, such as cloth simulation, hanging objects, etc, to create a realistically animated character.…
Not the best choice of angle to show your animations, whilst it is the potential camera view for gameplay for an AC game, its not overly suitable for a demo of your skills, show multiple angles which allow use to see the interaction and the animation better. Also AC has a free rotate camera using the right stick
Thanks for your comments. Yeah, I spent a while testing different settings with the cloth, it's quite unpredictable in UDK, hence the bug at the start of the video. I'll have to look more into how the cloth works. As for the jitter, it might be happening because all the separate cloth elements meet at the top, but I can't…
Thanks, that's a good point. I was trying to keep the camera consistent in each shot for a sense of how it would look in game, but at this stage it is probably best to get some more perspective camera shots. I'll try and get another video up soon with some better angles.
is there a way to have the original cloth sim prebaked and combine that with engine sim? right now it looks really jaggy and the cloth it self is very rigid.
I think you have to add some dampening to the cloth physics, its really jittery and i think there is alot of zstruggle going on. Other than that it looks pretty good ingame. The only thing i notice is that the runcycle looks pretty repetative and unnatural.
Sorry I have been inactive for a while, been busy implementing the character into UDK and getting him working. Here's a video of my progress: [ame=" https://www.youtube.com/watch?v=YPLdi11fGS0"]FYP Alpha Release Video - YouTube[/ame] If you want to try the game for yourself there is a download here with the installer.…