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perfectGolf Animation Testing
Aug 28 2012 03:09 PM |
Guest
in Golf Dev Blog
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 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.