To give you an example- poke your finger into your hip joint at the side and move your leg around, find where the joint in a human is.
Okay so what you have no doubt discovered it it is near the outside of our leg, not the middle.
But this is because of how our bones work...
Human bones are curved, so they can absorb shock. You don't want a straight bone as the force will run down the length and shatter it. See how our hip socket is actually deep, comes out then bends down.
BUT 3d bones are a straight line between two pivots.
So you see the pivot isn't where you think it is in the actual bone.
I am pointing to the bit you can feel, that orients down the bone itself.
If you simplify the 3d model in your mind right down, what you are doing is putting a ball joint in the blue areas here:
Another abstraction we make is that 3d bones have one fixed pivot point. Our bones roll against each other, which allows us to do things like kneel on our legs.
If you look at action figures again, you can see that to simulate the way our knees bend you need TWO pivots.
Because the bone heads are round and roll against each other.
So our joint placement is a cheaty abstraction of the real deal.
Furthermore, our skin weighting is also a hack.
Vertices rotate around a pivot (joint), compressing on one side, stretching on the other- so you are looking for the middle of the mass.
Here is an example of doing it wrong: this is from Vampire The Masquerade Bloodlines. The artist has put the joint where the bone is. Not the center of movement. So the leg BORKS when moved sideways.
So the way to figure out where you want a joint is this...
It's the center of the arc of every vertex between where it is and where you want it to be when rotated.
So look at that vertex here... it has orbited the joint.
The vertices of the pink mesh will orbit the joint when the pink bone is rotated. So I place the joint based on the extremes of where I want those to go.
Weight painting just softens the effect by distributing the vertex between more than one joint.
Extra joints can be added for more complex and accurate rigging, such as knees that can kneel without shearing like scissors.
So the easiest way to learn is to look at articulated action figures, as they are a simplified simulation of what we are doing.
In fact creating meshes as rigid and soft sections like this really helps you learn where to put the key edge loops (blue) and it looks very much like the shapes of action figures as well.
I am covering this with some nice clean visual guides and diagrams in my forthcoming book Violent Triangles, so stay tuned.
As always you can make me smile by buying me a coffee here:
#gamedev
Okay so lemme just drop a serious lesson about game design for this whole trending thing.
Why is this the ideal design and can we boil it down further.
Yes, we can.
This design is simply a difficulty slider.
That's it.
You have a choice at every single stage to make your life harder or easier by picking a direction.
With dungeon levels, the idea is that the deeper you go, the deadlier it becomes.
As you press on, your opponents get harder and your resources are used up.
Reversing your direction takes you back to a safe space with resources.
Absolute truth here. One thing I can tell you is never work for or with your heroes.
Never 'for' because it makes you exploitable.
Never 'with' as the real human will spoil any love you had for their work. #gamedev
The games industry takes the "dream" energy of young employees and milks it. You work long hours, accept unpaid overtime or low wages because you hunger to be part of that dream.
You are easily exploited and discarded once you wake up or are burnt out.
Instead aim for companies and teams that you feel will support and mesh with you, that will care to some degree about you.
This is why I suggest starting with established indy if you can, rather than throwing yourself into the AAA machine.
The comments fall into three main categories.
A) people naming games that do this.
B) people saying they enjoy the fuck all bits because holding down a stick is fun.
C) people who do not understand what a joke is and are very angry about the lack of detail in my diagram.
This is, brace yourself, not a complete game design document.
But if you want a complete one I offer reasonable rates for design :)
I mean, a complete one would need at least a few dots on it with things like "rock you clip through here" and "npc encounter that fucks up if you approach from wrong direction".
And if you like Elden Ring I could copy paste a few bosses and slap on a red fresnel shader.
My hand sculpted oldschool chaos dwarfs are returning to production!
@FenrisGames in the UK will be releasing the entire range, including the unreleased variants.
Shipping from the UK in the top quality resin you expect from Fenris.
I am currently working on adjusting the masters taking advantage of the new material- (so the flag poles will be sturdy and modular).
I had to stop production on the original metal models because shipping from Australia suddenly became ridiculously expensive and the majority of my customers where in Europe.
Now you can grab ultra light models from the UK. :)