0 votes

I know this is a long shot because the source has been hidden away in some corporate Electronic Arts server... but does anyone have an idea of how Maxis Studios accomplished their automatic weight-painting, rigging, and IK system for in-game character creation? Any scrap of information is good.

It seems that after EA bought Spore, they buried this technology with the death of the game. For reasons I don't understand, no other game to date has a character creation system like spore -- where the legs, arms, and body move differently depending on their custom shape. How did they do this?

Godot version 3.5.1
in Engine by (137 points)

1 Answer

0 votes

This GDC talk by one of the spore developers talks about a number of procedural systems, including the ones used by spore's procedural animation. https://youtu.be/WumyfLEa6bU?t=1059

The actual implementation is proprietary and EA does not seem like the kind of company to share those kinds of details.

by (19 points)

Thank you so much.

So strange that they keep the technology and hide it away so others don't see, only to never use it again.

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