Archive for November, 2014

procedural animation in Unity

Tuesday, November 18th, 2014

I was experimenting with procedurally generated objects and animation in Unity this weekend.  Using the scripting language C#, I instantiated a field of game objects based on a prefabricated object that has a couple of physics components and a trailing effect.  I then translate the objects in a pattern based on some randomly generated variables and allow them to collide with and effect each other.  The animation is slightly different every time, but always falls within the bounds I’ve set up.

Procedural Animation with Unity from John Luna on Vimeo.

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Variations on a Biped

Saturday, November 1st, 2014

manTpose

Once you’ve designed a biped and rigged it well, you can pose it and deform it a little into some interesting variations.

fromfeet
overhead
  The base model doesn’t have horns, but I added them to my little goat man, Enkidu.  🙂

goatMan