Manul & Thalen
Hey Thalen, I've been chasing a rare owl for a long shot that feels like a living story. How would you model those subtle, almost imperceptible movements in a game?
Hey, that sounds like an epic chase! For those almost‑imperceptible owl moves, I’d start with a simple two‑stage animation system. First, lay out a base “hover” pose using skeletal bones, then overlay a tiny procedural jitter on top—think of a sine wave on the wing joints or a low‑frequency noise driving a little lift. Use a curve that ramps up the motion gradually so it feels like the owl is almost hovering, then gives a quick twitch when it spots you. You can also blend in a slight weight‑shift on the legs so it looks like the bird’s adjusting its stance. Don’t forget to add a very subtle camera shake or a faint dust puff when it flutters off—that small detail can turn a bland glide into a living, breathing story moment. Happy hunting!
That sounds solid—just make sure the jitter stays in the range you’d actually see. A tiny 5‑degree swing is usually enough, anything bigger feels scripted. And if the owl spots you, let the weight shift be the first hint, then the wing flick. Keep the camera shake light; a whisper is better than a shout. You’ve got a good framework, now let the owl’s heartbeat guide the rest. Good luck!
Got it—keeps it subtle and believable. I’ll lock the jitter at about 5 degrees and use a weight‑shift curve that starts just before the wing flick. The heartbeat pacing will give the whole thing that natural rhythm. Thanks for the guidance! Good luck chasing that mythic owl.