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An Era of Digital Humans: Pushing the Envelope of Photorealistic Digital Character Creation

Nvidia

Traditionally, digital humans have been widely used in media and entertainment, from video game. Traditionally, digital humans have been widely used in media and entertainment, from video game characters to CGI characters in movies. We have been pursuing the creation of digital humans for years. What is a digital human?

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The Kristala Dev Blog - Issue #19

Astral Clock Tower Studios

After tweaking and testing both enemies' AI behavior, we're now confident these baddies will properly engage and attack during gameplay. Lastly, Nick revisited the 3D model for his previously created Anagativa skeleton to improve its shape and textures before handing it off to Allie for rigging and animation. Take a peek!  [link].

Dev 52
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GenoTerra - The finished prototype.

Mnenad

It contains overviews about the design process of GenoTerra as well as research about existing projects that influenced this prototype in the context of entertainment and interactive media. To rig and animate the character I could have used of course my preferred 3D-modelling software, but I found an amazing (it really is!)

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A Breakdown for Budgeting: How to?

Filmustage

In the case of expensive productions, it is especially relevant, because on the big stage an actor is not only a talented individual but also a media star, which is able to entice people to go to the cinema. Also, you have to mark some special situations when you may need special equipment, for example, an underwater rig or telescopic crane.

Prop 52
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The Kristala Dev Blog - Issue #29

Astral Clock Tower Studios

Andy also improved the poison functionality for our spider enemies, implemented a hearing stimuli on the game's AI that allows them to hear players approaching from behind, and fixed a bug that caused enemies to scream non-stop under specific circumstances. link] Rigging / Animation. The ACS Games Dev Team.

Dev 52
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The Kristala Dev Blog - Issue #21

Astral Clock Tower Studios

Some of the additional fixes Will implemented were related to music transitions within the game build, correctly tracking/updating purchases made within the Skill Tree menu, adding pawn sensing to all AI enemies, and modifying noise triggers for walking too fast, sprinting, or performing a backflip. We hope you enjoy. Sound Design.

Dev 52
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The Kristala Dev Blog - Issue #20

Astral Clock Tower Studios

He also set up a new system built into the base code for our AI to allow us to easily enable or disable targeting an enemy in Blueprints (for things such as hiding enemies or enemies that are temporarily invisible to the player). Animation / Rigging / Game Production. The ACS Games Dev Team.

Dev 52