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perfectGolf Animation Testing - Golf Dev Blog - News - Articles - Perfect Parallel

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perfectGolf Animation Testing


It's one of my other goals to have hyper realistic and natural animation in perfectGolf. This means to me we should not just try to create the most perfect golf swing, but recreate a variety of different swings that work for different body types and golfers.
Let's talk animation

It's one of my other goals to have hyper realistic and natural animation in perfectGolf. This means to me we should not just try to create the most perfect golf swing, but recreate a variety of different swings that work for different body types and golfers. I want the animation to be used as a learning tool during training in the game, granted I'm looking quite into the future but I can see the possibilities of visualizing in the animation and on the golfer, just what the body did to hit that pullhook. Off balance? Alignment? I'd like to see those shots accurately represented and shown from a biomechanics perspective.

Part of that process you are probably familiar with by now is MOCAP data. From different sources Mocap can help tremendously in capturing the small details and subtleties that make up a movement or action. Making that data usable in a game environment then requires a substantial amount of cleanup, keyframe reduction and making sure that the start and end points match up with other animations, so they can all be blended in seamlessly.


9 Comments

I like this idea of making the golf swing react to how the ball is actually hit. You're definitely onto something that has never been done before in a golf game. Would this also transfer into the short game? As example would a flop shot, bump and rump short putt, long putt, and others all react accurately?
Daz Webb (Dazmaniac)
Aug 28 2012 07:57 PM
Nice ani work Joe. I wouldn't be at all concerned if the animations didn't all come with a 'perfect swing', but this is a great start. Once this skeletal animation has been dialled in as required, how difficult would it be to then create a further swing similar to a Furyk for example - not a text book swing, but he gets back to the ball in the right place. I think being able to have a variation in animation swing styles and not all just following a stock template will cetainly add to the immersion. Will be nice to see this skeletal model wrapped in a skin down the road. Keep up the great work guys.
I love it. Would be nice to have a Woosnam (short guy) and Robert Karlsson (tall guy) swing also as they have quite different swing planes than most others.
Jason Girard
Aug 28 2012 08:44 PM
I couldn't agree more Daz!!!! The time and care that is being put into this project by this awesome group will make this by far the most awesome golfing experience to ever grace a computer! I'm uber excited about this!
Thanks Mike, This would also transfer to the short game. It's a lot of planning and recording a lot of real data, but there are tricks to speed things up. I think without the swings reacting to the shot you just have another arcade game.
Thanks both of you. It really wouldn't be difficult to create variations of this swing. As I said above there are tricks we can use to add 'elements' of uniqueness to swings, to emulate Furyk's swing, or Kuchar's flatness
Wow, My head is swimming! I hope I'm up to this game.
Simply Incredible. To be able to change the swing types has always been a dream, looks like it's coming true. Terrific Work Joe.

I hope this is a true swing type game with a mouse for PC and not some type of meter. A meter is totally unrealistic were trueswing using the mouse is.