Dragons are not really what this forum is about ( although they are dinosaurs but that's another problem

) but since this work here is also usable for dinosaurs ( 4-legged ones at last for the time being ) it might be interesting nevertheless. Eventually got the ground-control animation code to work in a way it is usable although not fully mature yet. Ground-control animation for those not in the know is about how game actors ( actors are any kind of mesh which acts on their own usually player or non-player characters ) interact with the ground below. Most games simply play the animation or at best tilt the entire model which causes feet to dangle in the void or penetrate through the ground. More interesting to code though is a proper ground control where actors properly interact with the ground. This is especially useful for large actors where this can add to the look and feel of a scene. I don't want to waste too much text here. Just read the video description for some wall of text about what it's all about. Inverse kinematics still sucks as I somehow can't get the penalty mode to work which is why broken legs happen. Hopefully I can get rid of this over time.
Wakeboard testing |
Dragon on bumpy terrain |
Dragon on a real wake-board 
The last video happened due to a joking comment of somebody from ModDB. Couldn't resist to whack it together for shits and giggles.
Last but not least a bit of physics playing around. Now trespasser dinosaurs with that kind of physics would be interesting
Dragon Rag-Doll TestHopefully I didn't annoy you with that folks.