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Comment by monkeyelite

9 months ago

> inverse kinematics and animation blending

Either this is a central feature of your game, and writing it is worth it. Or it’s a technical boondoggle, and you don’t need it.

Heh, I contribute to a FOSS social vr project called https://github.com/v-sekai and the majority of the multi year effort was asset pipeline, ik and animation blending. Yes we donated the code to Godot Engine but we choose working on the tooling problem rather than the game… The V-Sekai game is in limbo / not a game. We made godot-vrm which does 3d avatars, with basic animations, look at, jiggle and copy constraints. Since we’re unable to use the unity ecosystem’s finalik or unreal engine’s control rig we have to code to the same level of professional quality with no budget. Features like stable multi-joint y-branching rotation and position constraints are hard. Feel free to chat in V-Sekai discord. I’m iFire.

This is table stakes for any 3D animation, these days. Anim pop is embarrassing and almost certainly you'll want look IK let alone any of the more complex usage.

  • > This is table stakes for any 3D animation

    You’re doing 3d skeletal animation for your indie game? How many skeletons and animations are you going to make?

    And you don’t consider it a central feature?

    • If you have any animations you're going to want to blend them. If you don't want to make a lot of animations you're probably going to want to use IK for procedural animation.

      If you use an engine, you won't be forced to spend time and make it a defacto central feature (because you wont have time for other features). You'll just have access to it.

      Evan a 2.5D platformer, a common indie genre, would want animation blending and foot IK without innovating on it.

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It's just so wrong. These things are very standardized, and you often just want the common implementation that everyone is using. Writing these in most cases is like writing your own SHA256.

Blatantly false dichotomy.

  • Or You simply aren’t ruthless enough about how much time you have on an indie project.

    • Or those features can be nice-to-haves that are worth it if they're not too much effort, such as if, say, I don't know, an engine handles them for you. Come on, real life rarely justifies such easy, simple decisions. And polish can matter a lot for games.

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