Comment by jayd16

Comment by jayd16 a day ago

4 replies

Yeah no animation is a pretty big blocker. The tech can handle video clips tho.

I wonder if it's possible to do some kind of blendshape style animation, where you blend between multiple recorded poses.

kridsdale1 15 hours ago

Early 3D engines and of course all the 16 bit 2D games had “canned animation”. Half Life was an early example I can think of that used real IK rigging. Unreal 1 did not.

  • redox99 8 hours ago

    For half life it would be FK (forward kinematics). IK I assume was introduced in HL2 (but I don't know for a fact)

    • account42 7 hours ago

      Even HL2 is mostly just normal (FK) animations. IK is just used for limited cases, namely making sure feet touch the ground on sloped surfaces.

      • redox99 2 hours ago

        Yeah that applies to any modern game as well. IK is used for touchups and procedural stuff. Everything else is FK (obviously during authoring IK is used).