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Kenneth Claassen
Self Employed - Programmer
Gold Coast, Australia
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Kenneth Claassen
updated the project
Oct 7, 2018 7:58 PM
Ouroboros Track Engine - The Ultimate Endless Track Solution (Coming Soon)
Ouroboros Track Engine is a level design and real-time level manager tool that takes endless runner and driver style games to the next level. It is a system that places track segments end on end as the player progresses through...
Showcase
Kenneth Claassen
a month ago
After a long time working on this, particularly improving usability I have determined that it is feature complete and predominantly bug free. Over the next few weeks I will be working hard on documentation, tutorial videos and demos so I can get this on the asset store as soon as possible. I no doubt will find a few bugs while making the demo's but I believe all the show stoppers are out of the way.
GE
Gareth Evans
2 months ago
Thanks for the update @Kenneth Claassen ... I'll continue to monitor your progress.
Kenneth Claassen
3 months ago
Gareth Evans@Kenneth Claassen This would be very interesting for a project I'm considering. Do you happen to know if it could work with geometry generated from Dreamteck Splines? (Although please note that I haven't used Dreamteck Splines yet!)
Also I still have a fair bit of work to do on this before it is releasable. A number of bugs and usability issues I wan to fix. It's a big and complex that can do some powerful things. However, the downside to power and flexibility is complexity and I'm trying my best to improve usability as much as possible before putting it out there. I've done a lot to make this happen but I still find myself a little frustrated at times with certain aspects. Will keep you updated.
Kenneth Claassen
3 months ago
Gareth Evans@Kenneth Claassen This would be very interesting for a project I'm considering. Do you happen to know if it could work with geometry generated from Dreamteck Splines? (Although please note that I haven't used Dreamteck Splines yet!)
Hi Gareth, Oroborous is pretty much compatible with any geometry regardless of how it is generated. Keep in mind that each segment has to be setup with the system, defining start and end points etc.
Kenneth Claassen
updated the project
Jun 19, 2018 10:40 PM
Motion Magic (MxM) Motion Matching Animation System for Unity (WIP)
Motion Magic (MxM) is an work in progress animation system for Unity Engine that utilises the 'Motion Matching' technique of animation instead of traditional state based animation. Motion Matching does not require a complex state...
Showcase
That's correct. In order to calculate trajectories of poses you need continuous data. However, I'm actually using individual clips. The problem lies at the beginning and end of the clip. If the pose trajectory goes beyond the end or beginning of the clip you have a problem The way I got around this is I made a node graph editor that allowed me to describe flows of clips in order to fake continuous data. The pose data is essentially calculated by splicing together clips end on end. It's not as good as mocap but it made it work somewhat as opposed to not working at all. Note that I didn't literally splice the clips together, I just used some relative maths to sample animations in future clips and adjust those values according to the end (or beginning) of the last (or next) clip.
VL
Victor Lajide
5 days ago
@Kenneth Claassen Are your clips segmented or one continuous clip as shown in the example? The whole future and past trajectory seems dependent on have one continuous clip Also, did you convert your current pose to local space or convert the clip to world space during the cost calculation phase? I am currently getting a lot of drifting and the whole thing feels like one long hack
Victor LajideQuick question, how are you calculating your desired trajectory? Mine is just a straight line extrapolation so I am missing all those fancy curves needed for smooth turns
The final result is an approximate yet close enough physics trajectory model. Close enough for the purposes of motion matching
Victor LajideQuick question, how are you calculating your desired trajectory? Mine is just a straight line extrapolation so I am missing all those fancy curves needed for smooth turns
It's not efficient to predict perfectly so between the current time and each subsequent trajectory point I assume no change. in velocity or angular velocity from the current state. Then for each subsequent trajectory point, it's re-calculated.
Kenneth Claassen
updated the project
Mar 20, 2018 12:51 PM
Ouroboros Track Engine - The Ultimate Endless Track Solution (Coming Soon)
Ouroboros Track Engine is a level design and real-time level manager tool that takes endless runner and driver style games to the next level. It is a system that places track segments end on end as the player progresses through...
Showcase
Kenneth Claassen
a month ago
After a long time working on this, particularly improving usability I have determined that it is feature complete and predominantly bug free. Over the next few weeks I will be working hard on documentation, tutorial videos and demos so I can get this on the asset store as soon as possible. I no doubt will find a few bugs while making the demo's but I believe all the show stoppers are out of the way.
GE
Gareth Evans
2 months ago
Thanks for the update @Kenneth Claassen ... I'll continue to monitor your progress.
Kenneth Claassen
3 months ago
Gareth Evans@Kenneth Claassen This would be very interesting for a project I'm considering. Do you happen to know if it could work with geometry generated from Dreamteck Splines? (Although please note that I haven't used Dreamteck Splines yet!)
Also I still have a fair bit of work to do on this before it is releasable. A number of bugs and usability issues I wan to fix. It's a big and complex that can do some powerful things. However, the downside to power and flexibility is complexity and I'm trying my best to improve usability as much as possible before putting it out there. I've done a lot to make this happen but I still find myself a little frustrated at times with certain aspects. Will keep you updated.
Kenneth Claassen
3 months ago
Gareth Evans@Kenneth Claassen This would be very interesting for a project I'm considering. Do you happen to know if it could work with geometry generated from Dreamteck Splines? (Although please note that I haven't used Dreamteck Splines yet!)
Hi Gareth, Oroborous is pretty much compatible with any geometry regardless of how it is generated. Keep in mind that each segment has to be setup with the system, defining start and end points etc.
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Machine Learning In Unity
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Machine Learning In Unity
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About Me
I am currently a Senior Road Engineer who has been self learning programing and game development for...
DTMR (Queensland)
Engineer (Civil)
Griffith University, Australia
Engineering (Civil) 1st class honours
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