The fact that I managed to understanding even 50% of this is a testament to how good he was at explaining everything.
This is a awesome talk, this guy needs to teach a course on this.
Ubisoft - Spend 11 years, deitic amounts of money and international divisions developing a billion-dollar franchise around character movement David Rosen - "Look what I can do with 13 keyframes" I am in awe every time I come back to watch this
Incredible how solid it looks compared to a game like assassin's creed with hundreds of animations. The power of code
Jesus what an INSANE talk! U can literally feel ur brain growing.
17:24 most realistic "I've fallen, help!" ragdoll physics I've ever seen, and they're from a tech demo from 4-5 years ago.
Dear David, this talk has been by far one of the best GDC talks I've watched for years. Technical yet easy to understand, and your approach is just great. I wish you would have explained a little 'how' whenever you explained 'what' you did to accomplish such interesting results. Wishing you lots of success.
This is amazing. Didn’t know you could get such detailed movement/animations with so little keyframes.
FYI. After I finished reading 476 comments (=~ 95%), I figured out the speaker did this technique with his own engine. Some people who left the comments with the experimental of Unity, but not implement the entire animation set yet. One commenter executed it with webGL, he also showed the idea on his channel. I am an animator, not a coder, so... I am not sure I can understand. One commenter posted a github link, which seemed the implement code or result, but it's a fail link... For further research, I arranged some google key words from 476 comments: DamagedSplinter: skeletal animation [insert your preferred graphics api] tutorial SketchpunkLabs: implimented the idea with webGL https://youtu.be/txQauhLIi4E https://youtu.be/ry6Bneu_EWA
I remember when he put this talk up on his own channel a couple years ago and it's still brilliant. And congratulations to Wolfire on finally bringing Overgrowth into full release!
I really love that basically every single time ragdoll footage plays people laugh. It's kind of adorable
Well heck, two frames. Even I can do that. I don't need it to be super pretty, but animation felt like it would be a colossal barrier to game development, but this really breaks it down into a much easier, more understandable process. Really cool.
My favorite GDC talk. will never stop rewatching this
Four minutes in and I can't look away. It's so beautiful. Every developer needs to see this.
It’s a video back to 2014 and it still looks unbelievable in 2019.
Really enjoyed this talk! I know he keeps saying key-frames, but essentially what David's doing is making strong poses, key-framing them sparsely, then using code/interpolation/what-have-you to make them sit nice, right? To me, It makes for reactive controls with pleasantly whippy animations, and what's clever about it is that the previous animation state ends up being the anticipation for the next animation state and so on. Good stuff.
This is definitely one of the best talks on GDC sessions. It was simple, informative, yet entertaining.
This guy is awesome at explaining stuff. You can tell that someone is really good at something when they make it look/sound easy.
I know I'm a year late to this, but... damn. This is literally some of the most impressive animation I've ever seen, and all explained in a straightforward, usable way. Awesome work.
@Zeawsomee