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MyIsaak

Procedural Animations

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Have you guys seen this made by Please login or register to see this link. ?

 

YearlyFatalFireant-size_restricted.gif

 

This is what good game design like:

- Element of fear/thrill (important)

- Dynamic IK movement

- Procedural (scripted) animations

- Camera shaking (motion blur)

- Destructable environment

- (no sound? but imagine what it would be like with sound)

 

The creator said he'll release a public demo soon so I recommend you follow his twitter: Please login or register to see this link.

 

He also previously posted a similar demo:

 

PettyOrnateAngwantibo-size_restricted.gi

 

All Please login or register to see this link. :)

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I think its only the monster that uses procedural animations and not the player controller.

 

From the look of it I expect he is using some clever physics based controller and potentially machine learning.

 

If you are interested take a look at DeepMotion Avatar:

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Its currently in alpha and you can sign up to be an alpha tester on their website. I am an alpha tester for it but haven't had time to test it yet.

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I saw this tweet recently, but I thought that it was a demo on UE. Great animations ++

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The physics-based character in the link you provided looks interesting, however I asked him for some pointers which he replied he DIDN'T use any assets at all: talent or fraud?

Tfkpv0O.png

 

So I checkout Please login or register to see this link. and a few of his posts, and he simply uses a IK rig and Bezier curves for his leg animations. His Please login or register to see this link. explains how he did it, with learning resources.

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Thanks for the links! I'll take a look.

 

Slightly unrelated but I've been looking at this Unreal engine 3rd person controller recently:

 

It is mainly animation based and physics don't contribute much. But the curves do take over for some things like transitions, rotations and foot placement. I've never seen anyone make a controller that smooth in Unity before. Nothing on the Asset Store can match it. Seems like a good challenge to try and reproduce it in Unity :)

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Quickly- I have no time today - it could be interesting for you to read some articles which have been written by Alan Zuconni about procedural animation.

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I know that is an old post, but now I am too searching some information about procedural animation for biped. I understand the main principe taking a look at the Please login or register to see this link. , but I am wondering how to compute steps - the place where the foot must hit the ground - and hinge joint does the work. Do you thing that I could just use a raycast to check what is below the foot or maybe there is another way which could be more efficient? If you had found something interesting about procedural animation, I will really appreciate any help. I spent many time, but I did not find any article or code really relevant and my attempts are not good - too basical. Thank you ++

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