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Overgrowth Game uses Blender for Character animation


This might be an interesting watch for everybody interested in character game design. At Wolfire they use Blender for the character rigging and animation for their new upcoming game called "Overgrowth". I collected few quite interesting videos talking about different issues and techniques for animation and pose blending. Those scenes look pretty amazing.

Mobility Bone:

Partial Animation/Pose Blending:

Combat System:


  1. Watching them since nearly two months now, I believe :)
    If I recall, I actually found out about them via BN but I could be wrong?

    Either way, that project is totally awesome :D
    They also participate in this project - I'm already curious about #4 :)

  2. I've only seen the first video and I've already decided I'll buy this game some time in the future.

    And now you're telling me these guys are involved with Humble Bundle? They've won an admirer.

  3. Wow. VERY impressive fight mechanics there, and animation blending that reached the level of Uncharted. They've got my money.

  4. This game looks great. i am impressed and amazed. this makes me want to learn blender all the more. i wonder was it inspired by Lugaru?

  5. The preorders can also use Blender to create custom animations and characters into the game, although the animation pipeline is currently a bit hazy. The Add-Ons only work on a specific version of Blender, 2.55 IIRC. That said, there is one guy one the Wolfire forums who is actively trying to get his own rigged characters into the game, and he has had some success with it already. With some more trial and error, and some documentation, the game could become very useful as an animation testing platform.

  6. yeah, BN brought this one to my attention as well. it's looking pretty innovative. ++ to the comment about gun games. so much has gone into them lately (for what gains, i must ask) that i think the dearth of tech for other genres is a dry riverbed awaiting a flood. the fighting system seems pretty deep. i'm actually afraid it might get too ridiculous. having too many options available in a game where you have 1/3 second to react to an opponent move... hmmm. i'm sure wolfire is keeping an eye on it. especially with alpha testers giving back feedback.

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