Hey UE4 community,
Here is a quick video of a character locomotion system I’m working on.
Goals:
- Create a system that looks realistic and works in many game types (3rd person / TFP)
- Minimize as much foot sliding as possible without using root motion (Seamless blends from moving to idle)
- Keep player in constant control (Capsule movement must be unaffected by animations)
- Looks good at all times and in all conditions, as to prevent system from looking visually broken (collision with walls / input spam / transitions)
- Use as few animations as possible as to decrease the animators workload
Features:
0:05 - Single pose leaning animation for turning (additive, blend based on characters rotation rate)
0:20 - To idle blending. Seamless blends from moving to idle. Blends between various idle poses and transitions seamlessly back to main idle pose. Even works while strafing to idle. (not shown)
0:30 - Input spam
0:35 - Slow movement. Idle pose blends on arms so they don’t move as much when walking slowly.
0:40 - True First person. Idle blends still look great!
0:55 - “Look at” movement state. Character will always look at camera direction and never rotate away from it. Backwards locomotion when input points away from camera direction (Same state used by TFP)
1:10 - Strafing. Optional to have character strafe when walking in the “Look At” state. (Backwards and Forward strafes to the sides)
1:30 - Wall collision. Character rotates in direction of velocity when jogging, so you cant keep running into a wall. Character will stay rotated toward Input direction while walking, and strafing animations will play based on characters direction.
Let me know what you think of it so far!
UPDATE:
Both “Get Up” animations working properly. This is fun