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argonaut
United States
Приєднався 20 лис 2022
Hello! I make videos about science and code.
A simple procedural animation technique
Let's design some procedurally animated animals!
This video is a tutorial/explanation for a simple procedural animation technique I recently learned about. Essentially, it's animation rigging using a 2D chain simulation. I provide an animated explanation of the technique, then showcase a few animals I animated with it.
Source code
↪ Simulations written in Java using Processing.
↪ github.com/argonautcode/animal-proc-anim
Inspired by this cool explainer on different types of constraints: zalo.github.io/blog/constraints/
Socials
↪ Twitter: argonautcode
Chapters
00:00 Intro
00:43 Distance Constraint
01:20 Chained Constraints
02:03 Body Shape
02:36 Parametric Equations
03:09 Procedural Snake
03:40 Angle Constraint
04:07 Procedural Snake II
04:24 Procedural Fish
05:36 Inverse Kinematics
07:13 FABRIK Leg
07:46 Procedural Lizard
08:08 Outro
Music
Castles in the Sky - Scott Buckley
This video is a tutorial/explanation for a simple procedural animation technique I recently learned about. Essentially, it's animation rigging using a 2D chain simulation. I provide an animated explanation of the technique, then showcase a few animals I animated with it.
Source code
↪ Simulations written in Java using Processing.
↪ github.com/argonautcode/animal-proc-anim
Inspired by this cool explainer on different types of constraints: zalo.github.io/blog/constraints/
Socials
↪ Twitter: argonautcode
Chapters
00:00 Intro
00:43 Distance Constraint
01:20 Chained Constraints
02:03 Body Shape
02:36 Parametric Equations
03:09 Procedural Snake
03:40 Angle Constraint
04:07 Procedural Snake II
04:24 Procedural Fish
05:36 Inverse Kinematics
07:13 FABRIK Leg
07:46 Procedural Lizard
08:08 Outro
Music
Castles in the Sky - Scott Buckley
Переглядів: 353 435
Відео
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Переглядів 12 тис.Рік тому
We'll be exploring the combination of genetic algorithms and neural networks: Neuroevolution. Neuroevolution is an AI technique that evolves neural networks using the principles of natural selection. In this video, I share the basic concepts of neuroevolution, and then put it to the test with an AI obstacle course. Source code ↪ Simulation written in C# using the Unity engine. ↪ github.com/argo...
What are Genetic Algorithms?
Переглядів 44 тис.Рік тому
Welcome to a new series on evolutionary computation! To start, we'll be introducing genetic algorithms - a simple, yet effective technique for solving difficult computational problems. We'll then visually demonstrate their use with a genetic maze solving simulation. Source code ↪ Simulations written in Java using Processing. ↪ Genetic Camouflage: github.com/argonautcode/genetic-moth ↪ Genetic M...
Cellular Automata: Life from Simple Rules
Переглядів 5 тис.Рік тому
A basic introduction to cellular automata! In this video, I go over the fundamentals of cellular automata, including the specific ruleset for Conway's Game of Life. I also include a mini tutorial for a fast GPU-based implementation of Game of Life using Unity's Compute Shaders. And yes, I’m aware that the singular form is “automaton” - I have no clue how I botched that in the script. :( Source ...
i really like this! informative and simple
Open the video Don't understand a shit Leave a like
It's how they made davy jones tentacles
The most annoying thing in inverse kinematics is having fast response with limited movement. Quaternions are cool until you literally can't use the roll axis.
Very cool!!!!
Found the video to learn about animations, was very surprised to also get the most elegant explanation of inverse kinematics! The simple explanation of forward kinematics really helps understand inverse kinematics. Thank you!
To underp your lizard, implement gaits. When walking, a lizard keeps three of its feet on the ground at all times, and reaches towards the target with the fourth. When the fourth gets there, it releases one of the other feet. You're doing it by distance moved instead of by foot movement order, which makes your lizard do a derpy butt scoot because none of his limbs are caring what the others are doing. When running, a lizard uses alternating opposite limbs to move simultaneously, front left and back right, or back left and front right. A different gait for a different movement. If you release the next foot to go after the target position each time the previous foot reaches its target, you'll get much better movement for legs.
This is such a well put video!!
Danke!!!
Amazing.
The snake being pulled and it making the body segments look like they want to pull it backwards is the reason we call it INVERSE Kinematics hahah To make the lizard less derpy you should probably alternate the starting positions of the legs
underrated
Subscribed! Thanks I'm also interested in biological simulations so to see this content on youtube is amazing!
Yo, where's the NEAT?? Also, please give code for Unreal. Thanks!
A smoother way of doing the angle constraint is by using something like a discrete worm-like chain model, where there is a “bending energy” and a Monte Carlo-like probability for accepting a move that increases energy. This will allow extreme moves with very low probability, which can be tuned depending on the mobility of the animal. The advantage is that it accounts for total curvature, not just local.
Amazing video! Production quality is through the roof. An interesting addition for the lizard at the end, and similar quadrupedal animals, which I think makes them look even better: 1) add a condition to each leg that doesn't allow it to step forward if the adjacent leg is currently stepping 2) make it so each leg, when it steps, triggers the diagonal leg to step as well. This creates really cool and fairly convincing reptilian leg movement, which I really enjoy looking at. Keep it up!
the shorter creatures are good, not so much the snake
Really enjoyed this. Great job. Two small tip about the legs. Add a constraing that if a front legs foot is in motion prevent the other side from moving. Add a constraint that when a front leg steps forward, trigger the opposite rear leg to also step forward even if the "next step distance" value isn't big enough for that leg.
Aghh the characters look quite cute. If this becomes a series it would be really interesting!
How are you making animations such as the one at 0:25 and the transitions between each of these animations? Is that some kind of a software?
This video help me to understand TPOT in basic way. Thanks!
studio.code.org/projects/gamelab/6clXQgFLagjxZjZB6IMpb5aMCp1GWFlUkgjy0iM8hj4
I THINK YOU UNDERESTIMATE THE VALUE OF THIS IF YOU LOOK BACK AT GAMES LIKE ANGRY BIRD, CUT THE ROPE, JELLY CAR, AND WHER'S MY WATER THEY WERE ALL BUILT AROUND SIMILAR NICHE MECHANICS DONE WELL AND WENT ON TO BE HUGELY SUCCESSFUL ALSO CHECK OUT NEWER TITLES LIKE GIBBON, HATCHLING, UNEXPLORED 2, AND WILD WIND WITH YOUR MATH AND IAN CHIAO'S (STOLEN SWORD, WILD WIND) EYE FOR AESTHETICS YOU COULD EASILY MAKE A SUCCESSFUL STARTUP THE JACOBI BLOB ON THE RELATED GITHUB PAGE ALSO HAS A TON OF POTENTIAL! YOU COULD REALLY BE ON TO SOMETHING HERE, CHEERS
The movement flow for a game, looks OK. The fish reminds me of the old game, Flow. The only issue I see with it, when it comes to a fish rather than some microorganisms, is the idea of propulsion. There is noting propelling the fish forward, unlike your demo on the lizard. I know it would add a lot of extra complexity to the code, but having the tale sweep back and forth, would look better and more real, rather than just follow the body as the lizard's tail would. For its the tail that move a fish of that type forward. Even an ell in water waves it's whole body side to side to move it along. As for the lizard. Looks fine. the only thing I would change about it, if anything at all, is to make the body bend in on the side the front leg moves back, and out on the side the front leg moves forward. this would look more natural. But for simplicity sake, what you got is good as is. It all depend on what you are trying to achieve in the end.
try adding sound effects to your videos, they make the editing flow better
Please sir, Make more videos. You are quite a teacher.
pseudo logic + visual explanation is great because then you can take inspiration from it to any language
Nice boid system with the school of fish at the end 🐟🐠🐟🐠🐟
Wow, great tutorial. Well explained. I'm excited to see future videos on procedural animation.
WoW! 10 times!
Well thought out video that is easy to understand!
bro your lizard might not move like a lizard but it's the PERFECT turtle <3 Loved your video!
That was a beautiful and captivating intro
I challenge you to make a tutorial about this in Godot
You've given me some ideas here, great video. Subbed! Wish me luck 😊
Anyone have good places to get caught up on the math to understand what’s happening with the parametric equation?
Wonderful video
This is a really nicely produced video and a good approach for background animals that won't get much scrutiny. But all the animations show bodies being dragged forward instead of bodies propelling themselves forward. The snake lacks its characteristic slither because it's not using its body to push itself against the ground to move forward. The lizard's legs are scrambling to match the ground as it move past the body instead of reaching out and pushing the body forward. For any game that uses animals as foreground characters, you'll want to go beyond these techniques!
Comment for algorithm boost
So is this for animating or is it for game development? Seems that this is best used in mobile games?
@argonautcode I have used this with my boids implementation and it worked like a charm thank you.
Time to make terraria worm boss
This was sooo much fun to watch! its one of those topics I haven't dived into yet but I desire to do so! I think this video could be next level if you demonstrated some of the techniques like the fabrik method with some simple code-snippets.
Wow. Thanks for this video. I knew how to make chains like that (snake) but never realized the actual art for the creature is also procedural. I thought its some magic that they are animated so well. Quick question though - connecting the points should give you an outline for the creature but how would you color the insides?
procedural animation is the best... hang on, why is procedural art so bad?!?!?
Do you animate the videos in unity? Curious as I'm looking to do something similar myself
This was really cool, thanks for making it. I'll store this somewhere in my gray mush for future reference :)
this is beautiful
Question: How would I animate the Fish then more realistically? In real live the the tail of the fish doesn't simply follow the head. The fish uses the tail to propel itself forward and the head (approximately) to stear itself in the right direction 🤔
More videos please