Distance Matching Locomotion : Giving it a shot!

Idk. I prefer the unreal dummy to the paragon characters. Especially considering how many shaders they compute when you shove them in a level :stuck_out_tongue:

Out of curiosity and for edification purposes…

Is the distance matching also active during acceleration?

Would determining when the stop occurs not just be a matter of material friction, gravity, and current speed/inertia?

I don’t particularly care about what stop anim plays when, I’m just curious on whether or not those systems already account for different gravity and terrain materials or not…

it’s overall a really cool idea since the math behind it isn’t super sophisticated and it can shift your results greatly depending on gameplay conditions.

Try stopping on ice, right?