Creature - 2D Skeletal Animation Tool that Automates Walk Cycles, Cloth/Hair and more!

Coming Soon…

Hello Unity Devs,
I am the developer of Creature, an exciting new 2D animation tool! With Creature, you can add stunningly fluid animation to your digital content in Unity. At the core of Creature is a highly advanced skeletal animation, mesh deformation and dynamics system.

Save Time + Cost with Automated Animation
The main difference between Creature and other animation tools out there is its Directible Automated Animation Engine. What that means is the ability to procedurally generate, through an Automated but User Directible process, complex motion like Walk/Run Cycles, Tail Flopping, Wing Flapping, Cloth Dynamics and Flesh/Muscle response.

Such types of motion are normally very tedious to animate manually. With Creature, such tasks can be done in a much more efficient manner, resulting in huge time and cost savings! Of course the point of Creature is not to take away from animation as an art but to add to it. Hence all automated procedures can be tweaked, directed and in many cases manually adjusted. Secondary motion is very easily accomplished with Creature.
Full suite of tools for Rigging your Skeletal Character, Meshing and applying Auto-Weighting:



Adjust all animation Splines across the timeline easily in Animation Mode:

Creature development has been completed will be released in about 2 weeks time. The first release will be for Mac OSX.

Trailer and Website

Please check out the trailer video to find out more about what I am describing:

Website(You can download a free preview demo here):
http://creature.kestrelmoon.com/index.html

Full documentation provided:

Here are some examples of Creature’s Directible Automated Animation in action.

Hair, Cloth Dynamics, Automated Walk Cycles
The mage below has Hair and Cloth simulated using the Dynamics/Physics motors of Creature. The walk cycle is automatically generated using Walk Motors:

Soft Body Dynamics, Chain Physics, Advanced Mesh Deformation
The chameleon creature below has Soft Body Dynamics applied to its body so it has a “fleshy” reactionary response to its underlying skeletal motion. The tongue is simulated using Bone Physics Dynamics Motors and advanced Control Pt Warp motors that allow it to deform and extend/compress the tongue. The eyes are deformed using Control Pt Mesh Motors and the legs are automatically walking via Walk Motors:

Animating Whole Images
Creature can also work on whole complete images like this tiger. The subtle breathing/keep alive motion is generated via fancy Rotate Motors and Bend Bone Motors. There is also mesh deformation going on that deforms the eyes for blinking:

Path Animation
You can make your characters animate along user defined spline paths, as seen in this phoenix below. The wings are animated with Flap Motors while the tails follow Automatically via Bone Bend Physics motors:

Unity Support

2 ways, either do the Basic Export or use the provided Unity Runtime.

Basic Export formats: Sprite Sheets, Movie, Gif, Fbx for bone motors

Unity Runtime Support: Creature also provides Unity runtimes(full source included) which can be integrated easily into your game/app. Creature essentially exports mesh and bone frame positions out into a JSON file for Creature’s Unity runtime to read in live in your app/game.

I will be more than happy to answer any more questions you have as well as post any animation samples. In addition to that, do note that we are constantly updating and adding features to our Unity runtimes so any suggestions/tips will be appreciated.

Cheers!
Chong

I’m a bit confuse here since I’m not sure what i’m looking at…
In one hand the announced features seem “amazing” but on the other hand, the animations presented are so… off… I mean it was clearly not made by an animator, so it’s really difficult to judge the possibilities :frowning:

I advise you to have only 1 good animation ( with good graphics too ) that shows most of the features.
Also, a workflow video would be good for the non-mac users.

@funshark Thanks for your very helpful suggestions! The animations in the videos were all made in an extremely short amount of time(< 30 mins in fact) by a non animator. They are meant to demonstrate how easy it is for even non animators like programmers to churn out basic and fluid motion :slight_smile: Now of course in more capable hands like yourself, much more compelling results are more than possible. We will be getting more animators soon to generate cool animations from the tool.

All the automation in the tool can be completely overriden with manual FK and IK posing controls. Also I am happy to report to you that Creature has comprehensive animation spline curve support(as in you can adjust spline curves across the entire timeline, not just knot to knot)

Do you have any questions/concerns that you would like me to clarify? I would be more than happy to answer them on this post!

Cheers

Well, I just want to see how you build a character/animation from A to Z
The main thing I want from a tool is a well thought UI and process ( workflow ) and I cannot see that on the videos or the website :slight_smile:

About the motions, I see hiccups in most of the videos, so that’s why I’m not sure about the actual quality of the tool and would like to see something made by an animator :slight_smile:

oh, by the way, I’m really not a fan of the “thousand quads” mesh system for deformations. The best approach here is to have something like Rayman “ubi art framework” or some delaunay algo.

edit: to be able to edit the animation curve on the whole anim range is a good thing ( not like what we can see in spine or spriter ). But I’m not convinced by the UI choices you made ( from what I see on the screenshots)

@funshark Do you mean hiccups as in jumps/pauses in the animations? The animations are definitely very smooth with no hiccups or jumps on my end. This could be bad video streaming going on or bad video encoding. I will go back and relook at possibly reencoding the videos if the problem persists. Thanks for the heads up! :slight_smile:

I will also post a workflow video soon to clear up your very good point about showing workflow. As for as mesh deformations are concerned, adding new forms of triangulation schemes is already up in the works. Right now the system already allows for upres/downres of meshes to optimize the character for various devices.

Do note however that delaunay triangulation isn’t necessarily the most stable or fastest triangulation scheme for any kind of physics simulation on the meshes. That is why the initial scheme is to use a regular triangulation scheme. This scheme gives pretty decent results for deformation and stable results for simulation. We recommend this scheme for most users initially starting out using the software since it gives good results out of the box.

Thanks for your suggestions and comments!

Cheers!

I think it’s more an IK issue here, not the video :slight_smile:
I assume it’s something that can be corrected, but since we see it, it’s not very clear if it’s a problem caused by the software or the animator :slight_smile:

Good, I look forward to seeing progress on this :slight_smile:

@funshark

Edit: Could you also let me know what you mean by IK issue? Which video are you referring to? That will help me narrow down the issue and fix it if it is an actual bug (or most probably user error) Thanks!

While I produce a workflow video for you… :slight_smile:
I can quickly summarize the workflow. It should be familiar with users of 3D authoring packages as the concepts translate over pretty nicely.
The steps are:

  1. Import image, and Creature auto generates meshes for your image body parts. Perform any mesh sculpting/tweaking operations here.

  2. Add in the meshes from 1) and add bones to build a skeletal rig. Run auto or manual weighting onto the bones. Auto weighting gets you weights for each bone really quickly.

  3. Bring character into Animation mode. Either drop in procedural motors to run bend/hair/flesh physics onto your bones OR just drive them traditionally using IK/FK.

(Workflow video coming up soon!)

Cheers!

@funshark

Hi there!
For your reference, here is an example video of a walk cycle animation on a ram animated with Creature:

Compare the animation to an actual goat walk (real life IK!):

The leg action looks pretty similar.

There are IK walk motors applied onto all 4 legs of the creature. The IK algorithm is your standard stable IK solver that works for N links. This video also demonstrates the software can do positive and negative IK angle constraints on the legs. We would be curious what your take on it is.

(The body reacts using the physics motors available to the artist in the system resulting in the flesh and skin pulling and reacting based off the underlying leg and root bone motion.)

Cheers!

A rather comprehensive demo of the workflow:

Creature will be coming out soon but you can check out the above workflow video in the meantime. It starts from importing a single atlas of image body parts,meshing + fixing errors, rigging, auto bone weighing, and animation with FK, IK and Physics Motors. The input is intentionally error-prone to demonstrate the mesh fixing tools.

This demonstrates the animation of a cartoony dinosaur character. There are hotkeys for all operations, the video just uses mouse controls.

Cheers!

when you rotated and scaled, there was no info on how much you did it, generally it lacks polish.

Thanks for the feedback! That is an excellent point, I will look into adding this feature into the app. In terms of polish, I think you will find that quite a lot of effort has been put into making the workflow very usable. Our experience from testing with users is that generally one can rig up a complete creature with a full on walk cycle + dynamic secondary motion a lot faster than other animation tools due to the power of procedural motors. There is also a context sensitive help tool for every parameter in the app. In terms of the weighting options, there are a diverse variety of tools to do both manual and auto weighting very easily on a massive number of bones.

Cheers!

was wondering where is this tool at now with unity. I am considering buying it or try it for my 2d game.Way too expensive for a lone developer xD

Hello!
Thanks for your interest in Creature :slight_smile: The Unity runtimes can be downloaded here:
https://github.com/kestrelm/Creature_Unity

The full documentation is here:
http://www.kestrelmoon.com/creaturedocs/Game_Engine_Runtimes_And_Integration/Unity_Runtimes.html

I just added a couple of updates + features to the runtimes today (and they are continuously updated).

Cheers!

Wish there was a 32 bit version for my tablet pc to run this… Seems like a great program. :frowning: