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Procedural Animation in Rain World
May 29, 2024
Lecture on Procedural Animation in Rain World
Introduction
Presented by July Awesome and James
Focuses on procedural animation in Rain World
Rain World: survival action platformer
Player as slug cat in large ecosystem
AI creatures have agency similar to the player
Creatures operate both on-screen and off-screen
Procedural Animation in Rain World
Non-traditional animation (not frame-by-frame or rig-based)
Interactive code determines visual movements
Example Creatures:
Vulture
: A dual-mode creature, can climb and fly
Centipede
: Bug-like, moves with inverse kinematics
Reindeer
: Large and non-hostile, climbable
Worm Graft
: Hostile but stationary
Lantern Life
: Provides illumination in dark environments
Leviathan
: Combines eel, centipede, whale, dangerous in water
Miros Birds
: Noisy, half-mechanical, hunt in packs
Lizard
: Common antagonist, various colors, cooperative
Scavenger
: Highly intelligent, uses tools, similar to player in capability
Importance of Procedural Animation
Creates a large, natural, open world ecosystem
AI behavior is transparent to the player, enhancing immersion
Allows for visible cause and effect in creature behavior
Adds personality to AI creatures through dynamic reactions
Technique Overview
Separation of Physics and Cosmetics
Ensures performance and control
Simplified physics for off-screen behavior
Complex cosmetics for on-screen visuals
Pragmatism in Programming
Art-driven approach to programming
Focus on achieving desired visual outcomes over perfect implementation
Use of simple physics simulations to achieve complex visual effects
AI and Animation Integration
AI and Animation are merged
AI makes movement decisions (locomotion AI)
Example: Vulture's wing flap based on environment
Example Creature Creation:
Daddy Longlegs
Uses pathfinding, simple stick-and-bead physics for tentacles
Decisions on where to grab and release for climbing
Gravity simulation based on the number of tentacle grips
Practical Advice
Encourages cross-disciplinary skills
Artists should learn programming
Programmers should understand art
Combined knowledge leads to better design solutions
Conclusion
Invites questions and further interaction
Emphasizes the value of home-brewed physics and broad platform reach for the game
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Full transcript