Overgrowth takes place in the savage world of Lugaru where rabbits, wolves and other animals are forced to use paws, claws and medieval weaponry to engage each other in battle. Combining 3rd person adventure platforming with intricate melee combat, Overgrowth achieves a unique feel. Overgrowth also benefits from Wolfire's brand new Phoenix Engine which has been built from the ground up to allow the use of cutting edge graphics, animation, and physics. Add to these exciting features Overgrowth’s realistic artificial intelligence and streamlined control system and the result is an astoundingly immersive experience.

Report article RSS Feed Initial rigging and animation tech demo [HD Video]

It's been a little while since we've done a tech demo, and I've heard some clamoring on IRC and elsewhere for an explanation of how our new features work. So without further ado, here is an initial rigging and animation editor tutorial.

Posted by jeffr on Oct 23rd, 2009

Great strides have been made on all fronts the past few weeks. Aubrey's awesome character models, David's hardcore animation editor work and Jeff's fancy UI's have come together to create some great new functionality in Overgrowth's Phoenix Engine. It's been a little while since we've done a tech demo, and I've heard some clamoring on IRC and elsewhere for an explanation of how our new features work. So without further ado, here is an initial rigging and animation editor tutorial.

Be sure to watch it in HD!

This is just the beginning, I've only shown off part of the functionality. If you think the characters look kind of gooey, you'll be happy to see the more advanced joint functionality that David has made possible. Also, the bones will eventually become physics objects that are linked to capsules and then we will have 3D character meshes that can collapse like ragbot.

In conclusion, the end of the beard is nigh. Thanks again to Mikko Tarmia and Anton Riehl for their amazing musical contributions which helped make this video possible. (permalink)

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Post comment Comments
Ryswick17 Oct 23 2009, 10:07pm says:

holy crap, that rig creator and animation editor are awesome!

assuming you could bring in custom models and stuff, it would be the ultimate machinima creator.

+8 votes     reply to comment
Silverfisk Creator
Silverfisk Oct 27 2009, 6:02pm replied:

Yes you can.

+2 votes   reply to comment
cheesemoo0 Oct 23 2009, 10:10pm says:

Great video and voice over.

+5 votes     reply to comment
jeffr Author
jeffr Oct 24 2009, 1:01pm replied:

Thanks! John made it :)

+1 vote   reply to comment
Armageddon104 Oct 23 2009, 10:11pm says:

Awesome sauce!

+1 vote     reply to comment
Piuneer Oct 23 2009, 10:33pm says:

THIS IS ABSOLUTELY INCREDIBLE! Sorry for the caps, but this is too cool. I wanna go and preorder this right now! ^_^

But alas, I am broke D:

+3 votes     reply to comment
jeffr Author
jeffr Oct 24 2009, 1:00pm replied:

No worries, take you time. ;) By the way, we have a "TrialPay" preorder option, which basically lets you sign up for something like Netflix or GameFly, and then they pay us on your behalf. You can then cancel your subscription and you will have bought OG for like $10.

+1 vote   reply to comment
Bon. Oct 23 2009, 10:36pm says:

Awesome stuff. And that stone pillar is putting on one sexy dance for us.

+4 votes     reply to comment
razorb Oct 23 2009, 11:00pm says:

****.. in editor rigging eh... mighty fine work who ever coded that!

+3 votes     reply to comment
TKAzA Staff
TKAzA Oct 24 2009, 2:06am replied:

yep, even can understand to put the bones in the mesh despite the perspective or position of the viewer, very impressive, that as a stand alone tool would sell like wild fire.

+5 votes   reply to comment
Bird_of_Prey Oct 24 2009, 12:03am says:

Great, now I'm seeing an army of raping pillars and rabbits. >_< Great video though.

+3 votes     reply to comment
Lazy6pyro Oct 24 2009, 12:26am says:

Awesome work, guys! That is truly some code wizardry.

One question, though, will you be implementing skin weight-painting or envelopes for the joints as well as IK solvers?

+3 votes     reply to comment
jeffr Author
jeffr Oct 24 2009, 1:02pm replied:

We have some more advanced features that the video doesn't show, but we are going to develop more fancy stuff soon. For example, yesterday I was working on an animation mixing UI. More videos to come!

+1 vote   reply to comment
awesomepossum Oct 24 2009, 12:51am says:

Hehe, You guys are hilarious and absolutely astonishing. a deadly combination if I've ever seen one. Your dev team is a force to be reckoned with. Great work!

+3 votes     reply to comment
Nebcake Oct 24 2009, 12:54am says:

Very impersive tech demo and your animation editor looks awesome

+3 votes     reply to comment
Elementalist Oct 24 2009, 12:54am says:

Disturbing, and yet... So brilliant. Amazing.

+3 votes     reply to comment
Squeebo Oct 24 2009, 1:08am says:

Sweet, dancing rabbits. XD

+3 votes     reply to comment
formerlyknownasMrCP Oct 24 2009, 1:34am says:

You guys are brilliant with your publicity stuff, that's how PR should be done.

I loved how awesome the editor is, Impressive how easy it was for you to just get an armature working right away.

+2 votes     reply to comment
vfn4i83 Oct 24 2009, 2:44am says:

Its easier than any 3d program. You must be sh!tN@ me. Now you tell me that can be sported way easier.

I'll be buying it really soon now.

+2 votes     reply to comment
m4x0r Oct 24 2009, 3:03am says:

Everything you guys have done for this game is incredible. Everything is exactly how a game's SDK SHOULD be. Will everything be customizable, however? Say I wanted to use all of these incredible tools you guys are implementing, but didn't want to use them for a game about rabbits?

+4 votes     reply to comment
Joe_Shmoe Oct 24 2009, 3:32am says:

Frikkin awsum stuff... think I will preorder this aswell soon, just gotta wait for after my studies in december =] You guys rock, seriously

+2 votes     reply to comment
CoachShogun20 Oct 24 2009, 3:33am says:

This is awesome! I can't even do animations normally, but I'll definitely be able to make them with this! It would be really awesome if there was an animation program like this. Overgrowth honestly looks better every time I check back here. You guys are great at PR. I cracked up at the part where he says "Aw yeah, get jiggy with it!"

+4 votes     reply to comment
aerozol Oct 24 2009, 4:26am says:

Oh man.
I am expecting some insane mods for this. Animate any model easily? yessss

+2 votes     reply to comment
DuckSauce Oct 24 2009, 4:36am says:

Oh wow, awesome!
Dancing stone columns for the win :P

+2 votes     reply to comment
Torabi Oct 24 2009, 5:31am says:

Dear god that is insane. How the hell did you guys pull this off?! Just taking a model and giving him bones in a matter of minutes instead of doing it in 3DS Max or something. Amazing.

+2 votes     reply to comment
Dragonlord Oct 24 2009, 6:25am says:

Is the system only going to support bone heating or also weight painting? Since bone heating is a nice quick start but looks ugly with anything but simple meshes.

+4 votes     reply to comment
jeffr Author
jeffr Oct 24 2009, 2:36pm replied:

I'm not sure what those mean exactly, but the animation editor supports a number of advanced features that the video doesn't show and we are going to develop more fancy stuff soon. For example, yesterday I was working on an animation mixing UI. More videos and info to come!

+1 vote   reply to comment
kinesis916 Oct 24 2009, 7:04am says:

Wow. That looks just fantastic.

+2 votes     reply to comment
Kamikazi[Uk] Oct 24 2009, 7:10am says:

Holy crap you got all the tools. Amazing work.

+2 votes     reply to comment
feillyne Staff Subscriber
feillyne Oct 24 2009, 7:30am says:

O_o I didn't think seriously about buying the game, maybe a very late buy, but now... if you really make it so moddable... I won't resist buying it whenever there's cash. ;->

Anyway, the video is great! And so humourous. :-D

+2 votes   reply to comment
skyewing Oct 24 2009, 9:32am says:

I already preordered, Im glad to have a explanation on how to use the animation editor, all the meep meeps make it kind of confusing lol..Awesome work though.

+2 votes     reply to comment
Tharapita Oct 24 2009, 10:43am says:

Awesome, very sandbox'y.

+2 votes     reply to comment
emetalce Oct 24 2009, 10:57am says:

Love the way it looks, so simple which is great for users!

+2 votes     reply to comment
Av7xrocker97 Oct 24 2009, 11:06am says:

that is a pretty interesting editor there. I s ther any possible way it could be downloaded or used?

+2 votes     reply to comment
jeffr Author
jeffr Oct 24 2009, 1:56pm replied:

It's available to preorderers :)

+2 votes   reply to comment
Av7xrocker97 Oct 24 2009, 4:13pm replied:

got it.

+1 vote     reply to comment
Dra6o0n Oct 24 2009, 3:38pm says:

This can be made even easier if you can group manipulate the skeleton with preset templates. So then you don't have to manually adjust the joints and get it wrong.

For fighting moves, it can be neat if you make "mini" adjustment to each arms, legs, chest, abs, and head. This is so you can create a fighting posture or a attack animation easily by loading template into a arm and adjusting it.

+2 votes     reply to comment
theM3nace Jan 12 2010, 4:06pm replied:

that's possible already... In a way
see there are two types of files when doing animation in Overgrowth, one is for rigs (the skeletons) that you can load onto any object and use as a template for the skeletons
the other type is for animations, so if you want a certain stance that already has been made, then you can just copy it from another animation (it's possible to have more than one open at a time)

+1 vote     reply to comment
chris_sloany Oct 25 2009, 3:27am says:

awesome work!!

+1 vote     reply to comment
Capn_Nick Oct 26 2009, 4:58pm says:

The best skeleton editor I've ever seen! PURE EPIC! That hare in the intro looks a bit zombified and creepy though...

+1 vote     reply to comment
Myloman Nov 3 2009, 7:13am says:

Hahaha, I liked the video and the voiceover to go with it. Pretty neat stuff.

+1 vote     reply to comment
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