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Character Locomotion / Animation system progress
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Character Locomotion / Animation system progress
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Don't really know anything about the animation side of things so can't give much feedback, but it looks pretty sweet to me. Will be interested to see how it looks when you add full on-the-spot turning animations, and how you go about blending between those and the leaning effect, for when the character is changing direction whilst moving with a small but not insignificant linear speed.
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That looks quite smooth - once you add in the turn on the spot animations for fast turns, it will be pretty close to the movement animation seen in games like Assassin's Creed.Storyteller - An immersive VR audiobook player
Dungeon Survival - WIP First person dungeon crawler with a focus on survival and environmental gameplay ala roguelikes
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Games like assassins creed use tech like motion graphs, and complex ways of handling animation that UE4 does not have. Motion graphs can store tons of mocap data and make blending and transitions look great, while UE4 only has state machines and blend graphs. Motion fields also slightly limit control responsiveness, and trade that for visual quality. Im trying to make a system that looks good, but also allows for the most amount of player control in terms of movement. The player input is tied directly to capsule movement, and the animations are basically determined by how the capsule is moving. This is different from when input controls the animation, which then in turn controls how the capsule moves.
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Originally posted by KingTumTum101 View PostGames like assassins creed use tech like motion graphs, and complex ways of handling animation that UE4 does not have. Motion graphs can store tons of mocap data and make blending and transitions look great, while UE4 only has state machines and blend graphs. Motion fields also slightly limit control responsiveness, and trade that for visual quality. Im trying to make a system that looks good, but also allows for the most amount of player control in terms of movement. The player input is tied directly to capsule movement, and the animations are basically determined by how the capsule is moving. This is different from when input controls the animation, which then in turn controls how the capsule moves.I just meant that your system will be visually similar to the quality of those games
Storyteller - An immersive VR audiobook player
Dungeon Survival - WIP First person dungeon crawler with a focus on survival and environmental gameplay ala roguelikes
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Originally posted by n00854180t View PostHah yeah, I'm aware of thatI just meant that your system will be visually similar to the quality of those games
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I like it for sure, what are you planning to add next? You did not have IK setup yet correct? Would love to see that character smoothly going up a stairs or something. Regarding facing the same direction as the camera, instead of turning right away when standing still, you could have the character look around and only turn if you move the camera far enough. Same goes for when you look down at the ground or up in the sky, you could have the character's head or entire upper torso bend accordingly. Comes down to personal preference though I suppose.
Hadn't thought about a Flash game, but this certainly makes the idea more appealing. I assume you've probably already seen and were perhaps inspired by the procedural animation techniques used in Overgrowth by Wolfire games?
Awesome work overall!Last edited by Xodroc; 06-23-2015, 02:53 AM.
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Originally posted by Xodroc View PostI like it for sure, what are you planning to add next? You did not have IK setup yet correct? Would love to see that character smoothly going up a stairs or something. Regarding facing the same direction as the camera, instead of turning right away when standing still, you could have the character look around and only turn if you move the camera far enough. Same goes for when you look down at the ground or up in the sky, you could have the character's head or entire upper torso bend accordingly. Comes down to personal preference though I suppose.
Hadn't thought about a Flash game, but this certainly makes the idea more appealing. I assume you've probably already seen and were perhaps inspired by the procedural animation techniques used in Overgrowth by Wolfire games?
Awesome work overall!
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Originally posted by KingTumTum101 View PostHaha oh yeah Ive definitely seen that video, however I chose to use full animation cycles instead of poses so I have more control over the look. I also do plan on making aim offsets for the head and torso, and only rotation after a certain point like you said, however Im not a programmer so some things are tricky to me. Same with the foot IK. Id love to get help from the community to improve this system though!
Wish I could help, just been focusing on landscape with too little time.
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