Friday, 30 September 2011

Animation chronicles - Episode 1: Joints and IK handles

DISCLAIMER: I am not an animator, This series of articles represent what I understood from my experiments and may contain mistakes.

When making my custom rig, I intend to work from the feet to the hands. Since the feet are closer to the root in the hierarchy, that should make things easier. But before actually starting on making the rig, let's quickly to talk about bones in order to understand why I need to do what I'm about to do.

Wednesday, 28 September 2011

Animation chronicles: Prologue

Character animation is one the aspects of game development in which I have little to no practical skills. I know how it works, but I don't really know how to do it. I've decided to change that.

Wednesday, 7 September 2011

Gamasutra - A rational approach to Racing Game Track Design

Very good article on the subject. Most of it is common sense, but it's always better when put into words.

Although the article is focussed on arcade racers, the metrics described are valid for any kind of racing game.