Continuing the discussion from 4.20 Update:
This was 4 years ago and I don’t have a running sample. I published the entire project on github but it was for a game engine called ShiVa 3D.
You can peruse the code here (it’s LUA). Most of the interesting stuff is prefixed with
Refreshing my memory by browsing through the code, it looks like what I did was embarrassingly simple:
- Take a stock horse running animation
- Add physics bodies and constraints to the tail bones for live simulation
- Grab one of the neck bones and rotate it in the direction that the player is trying to turn
I believe this was motivated by the horse in Shadow of the Colossus. Also my 3 year-old niece was living with us at the time and she wanted the horse to have a rainbow behind it as it ran… so the demo quickly degenerated into a playground.
After playing through the new Zelda, and coming away convinced that the horses were the true stars of the game, I started wondering how they were animated. I haven’t seen a making of yet but often wonder if you had good footage from 2 angles if you could rotoscope it. Or mocap.