Just testing the IK Setup. The head and tail are procedurally animated with look at targets and blended together with the standard animations. It's using an animation tree. I have to say, this feature is amazing.
That is ridiculously smooth, I love it! This character has a lot of soul. With this setup it even looks possible to do environment interaction based on raycasts with the tail without too much hassle, simple things like it "landing" on objects on the ground without clipping through, or bending when turning around when close to an object.
I thought about a similar thing. It's probably possible to do things like dynamic hand interactions on other characters. I use 3d markers as look at helpers and essentially it can be any reference object, also rigid bodies or physics stuff.
Who are you, and why is your stuff so good? You're the one proving it's not about the engine, but the artist (although good tools help). My selfishness wishes you would post with commentary and explanations, but I'll take all the content I can get!
I am just a normal guy with a couple of years of professional developer experience. I will try to do some tutorials in the future, in conjunction with the project I'm working on, but my time is very limited. I will release this little demo, so other devs can look into it how it's setup. (it's currently in Godot 4 beta 2 but I try to keep it updated until it goes more stable) It's the easiest for me, with the little time I have.
The amount of realism in this video is so good that it is suspicious; but amazingly done. It is hard to believe that it has been done in Godot. Can you please make a tutorial on how to achieve this level of realism?
Is the environment a photogrammetry scan? It looks SO good. The critter and animation system looks really good too. Character is very cute and I want twelve ,haha
Thanks alot! Yes they are scans, I took the photos for the assets close to the place where I live. I'm still trying to find the best balance for Godot in terms of polycount and good look. It seems though it can handle it quite well.
Beautiful. One minor nitpick would be to lock the camera target to the base of the bird, or smooth it out with a PID. It comes out as being a bit jittery because the camera ever so slightly jumps around with the bird. But, that aside. This was fantastic.
How the hell?! Amazing. When I try IK it turns joints (like shoulders, hips) around 180 degrees and other wild effects. It's so bad I have given up on IK totally. You're some kind of magician. Did you use Rigify in Blender at all? I am starting to suspect my actual skeleton might be the problem.