So I thought we should discuss how movements will be done past the cellular epoch. How bodies will move, types of limbs including orientation, common motions, joint numbers, and range of motion.
I do have access to a motion-capture lab, so we could theoretically have a subject (probably me) perform various movements to construct basic movement patterns, including walking, running, jumping, and whatever else we can think of.
I just thought we could start the conversation soon, so I can see about using the motion-capture system while I still have access.
We will definitely need to use procedural animation as it won’t look good to force all creatures to use a limited set of precreated animations.
I remember finding some really promising library for that on github but I can’t find it anymore. This is the most promising thing a quick search brought up: http://quelsolaar.com/confuse/index.html
We might have to write our own inverse kinematics library (I didn’t find a license on this one: https://github.com/DarrenTsung/inverse-kinematics) and use that for procedural animations on skeletons. Unless someone can find a good ik procedural 3d skeleton animation library…
True, we will need to figure something out for our own skeletons, simply because we are making different species than those we are used to, so I thought we could try to capture some of those so we could make our own motion animations.