Tentacle/fin physics for the animations?
moultano
Creator of ns_shiva. Join Date: 2002-12-14 Member: 10806Members, NS1 Playtester, Contributor, Constellation, NS2 Playtester, Squad Five Blue, Reinforced - Shadow, WC 2013 - Gold, NS2 Community Developer, Pistachionauts
One of the most beautiful things about the ocean is the way things move.
On land you can get away with the direction of movement having no effect on the model, unless there's a large amount of drapery or hair. In the ocean you can't. Every movement of every organism flows and sways responding to it's movement and the water around it.
Will subnautica capture this somehow? I wouldn't expect this necessarily to be all simulated online, but it occurred to me that even in pre-baked animations, a large amount of work could be saved by using a physical model rather than trying to capture all of this by hand.
On land you can get away with the direction of movement having no effect on the model, unless there's a large amount of drapery or hair. In the ocean you can't. Every movement of every organism flows and sways responding to it's movement and the water around it.
Will subnautica capture this somehow? I wouldn't expect this necessarily to be all simulated online, but it occurred to me that even in pre-baked animations, a large amount of work could be saved by using a physical model rather than trying to capture all of this by hand.
Comments
Good god that link is awesome.
Oh how i dreamt of skulk feet properly matching the intricate wall surfaces it stepped on.
Really excited to see this being implemented in a game where animation will count for a lot