Everyone comment this on argonauts video XD https://www.youtube.com/watch?v=qlfh_rv6khY -------Procedural animation------- Instead of meticulously hand-animating things, give a computer an algorithm and a set of constraints to create procedurally generated animation :D Run in Turbowarp: https://turbowarp.org/1154225224/fullscreen?offscreen&size=1200x800 Number keys - change animal Arrow keys - change color A - show vertebrae Space - show variables -------Credits------- Everything shown on screen is 100% pen and theoretically I could clump segments into pen as well(and I did with the boids). This is entirely my own. It uses mathematical concepts including: distance constraints(vector(distance-r)), chained constraints(a chain of distance constraints), something similar to parametric equations( x = r*cos(t), y=r*sin(t)) and something close to inverse kinematics/FABRIK. If you want to learn more about procedural animation: https://www.youtube.com/watch?v=qlfh_rv6khY My general goal was to create animation similar to that seen in the video as assets for use in future games :) This is mostly just proof of concept and I will optimize this for multiple creature in the future. Boids fish : https://scratch.mit.edu/projects/1155963654 Made in about a day XD --------------------------------Bugs---------------------------------- - ant https://www.youtube.com/watch?v=hTHpEF_jcu4 - line it up against the edge just right and it'll start tweaking - fins on fish can be buggy from lagg --------------------Hint------------------------------- https://scratch.mit.edu/studios/28715018/comments here is a link where you can propose projects to be featured :) *hint hint* Tags: #name #art #coding ( ͡° ͜ʖ ͡°) Trig functions :P Cheating and not using parametric equations: x = cos(t) Y = sin(t) ^_____^ +10000000 aura for checking down here