More advanced animation.

Post your questions, suggestions and experiences regarding game design, integration of external libraries here. For irrEdit, irrXML and irrKlang, see the
ambiera forums
Post Reply
3DModelerMan
Posts: 1691
Joined: Sun May 18, 2008 9:42 pm

More advanced animation.

Post by 3DModelerMan »

I'm wanting to try an animation system kind of like Prince of Persia and Asassins Creed, with the fluid transisions and all that fancy stuff. I don't know where to start though. Is animation middleware hard to integrate into Irrlicht? And if not, is there anything similar to Morpheme or HumanIK that's free?
Thanks :D .
That would be illogical captain...

My first full game:
http://www.kongregate.com/games/3DModel ... tor#tipjar
Xarshi
Posts: 27
Joined: Sat Feb 28, 2009 6:15 pm

Post by Xarshi »

Assassin's Creed uses Havok Animation which is freely available.
Adler1337
Posts: 471
Joined: Sat Aug 09, 2008 6:10 pm
Location: In your base.

Post by Adler1337 »

Assassin's Creed uses Havok Animation which is freely available.
I thought it used HumanIK.
I'm wanting to try an animation system kind of like Prince of Persia and Asassins Creed, with the fluid transisions and all that fancy stuff.
Doesn't a physics engine do that? Also i believe there is a setTransition() method or something like that in irrlicht.
multum in parvo
Xarshi
Posts: 27
Joined: Sat Feb 28, 2009 6:15 pm

Post by Xarshi »

Perhaps it does use HumanIK. Although it uses some Havok tools, and I'm not sure where physics fits into that scheme as you could easily design the "physics" they have in that game through collision algorithms that shouldn't be that difficult to understand.
Post Reply