(Annotation to come)
Learn to animate with game engines:
Also on CUTSCENE ARTIST:
(Annotation to come)
In this GDC 2017 session, members of the Unreal Engine 4 development team demonstrate several exciting upcoming animation and physics features for the engine. These include new workflows for previewing and editing animation, new tools for creating physics simulations with improved quality and performance, and other ways to improve the quality of digital characters. Our goal is to allow teams of all sizes to easily make cutting-edge, engaging experiences!
As part of this showcase, 3Lateral presents Gene Splicer, its novel approach to parametric modeling of avatars embedded in Unreal Engine, which is both a production and runtime solution for democratizing high-end character rigs. Gene Splicer evaluates the appropriate rig for the animated avatar created by user, and this all happens in milliseconds. This solution is based on a database of scanned people, and through this database approach we’re generating truly unique characters with appropriate facial gestures for their anatomy, while keeping the ability to use the same animation across the created population. This technology is not just high-quality, but is also highly optimized for both high-end cinematics and VR applications.
GDC 2017 San Francisco, Unity Technology bigwigs CEO John Riccitiello, CTO Joachim Ante, Technical Director Lucas Meijer, Founder David Helgason, present the Unity Keynote presentation. Topics include Unity5.6 beta with demonstrations of the progressive lightmapper, Vulcan and Metal, a built-in 4K video player, and a new component-based system for NavMesh creation.
Unity 5.6 will be released March 31st.
After 1:10:00, the topic changes to what is coming under Unity 2017 including a scriptable render loop for customized GPU pipelines, C# multi-threading, deploying updates directly onto (unspecified) device platforms, a new focus on Artists & Designer tools, Visual Scripting, “intelligent” artist workflows based on platform optimization presets and platform-aware assets, Timeline and Cinemachine, and VR storytelling.