Animation baking with bone-based mixing and blending. Combining animations from different body parts to create a new animation cycle.

Janaina Medeiros
Cosimo Galluzzi
wallacepolsom
dirt enthusiast
PUT YOUR BEARD IN MY MOUTH

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Aqua Utopia|海の底で記憶を紡ぐ
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Product Placement

Kaledo Art
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noise dept.
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todays bird

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Show & Tell

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@otakhi
Animation baking with bone-based mixing and blending. Combining animations from different body parts to create a new animation cycle.
Our Adaptive Mesh Refinement System now run completely on background threads. Scene navigation on the main thread suffers no lag at all.
Real-Time, View-Dependent Adaptive Mesh Refinement.
Adaptive Mesh Refinement: Building large open enviroment with minimum face count.
Dynamic Tessellation using long edge bisection algorithm.
Windzones on GPU
Displacement/Height Map Assisted Painting.
Paint custom shader material on mesh interactively.
Grass Field in Wind Zone.
Project File: https://www.otakhi.com/petridish?load=16836
Swaying Trees in the wind. Any rigged vegetations can be animated using our wind zone system implemented completely in GPU.
Local File System Access: A Game Changer? Now you can work on your next game title off your hard disk despite slow internet connection.
Character Animation Work Flow. Part III. Mixing Ragdoll with Animations.
View Project: https://www.otakhi.com/petridish?load=16688
Character Animation Work Flow. Part II. Instanced Animation, Mixing, and Blending.
View Project: https://www.otakhi.com/petridish?load=16684
Character Animation Work Flow. Part I. Rigging and Animation.
How to deal with skeletal animations with ROOT MOTION.
Project: https://www.otakhi.com/petridish?load=16655
Total Carnage - Mass Dismemberment of an Animated Crowd. Visit Project Here: https://www.otakhi.com/petridish?load=16622
OTAKHI.Speedo: A General Purpose Multi-Threaded/SIMD Acceleration Engine. Javascript that took 30~50ms now takes 1~4ms. CPU spends less time per frame means less CPU-GPU sync point stalls.