Hello,
right now I’m using a simple animation based locomotion. When you jump, or press WASD you just play an animation while the character moves. This looks simplistic and I would like to make it more realistic.
I was waging two options:
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Physics driven locomotion: basically add impulses and forces to certain body parts such as feet to simulate a walk towards different directions. To reduce performance problems I could make this locomotion part of the parent blueprint so that every child BP (NPC) would pick the same system from parent.
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IK based locomotion:
I am using a metahuman (at LOD 2 so that it has les polys) so it already has IKGoals well positioned. I could just set the IKGoal at a certain position usint two bone IK nodes to simulate a walk. I could set this up in an animation blueprint so that every NPC (instance of the base parent blueprint) would rely on the same ABP.
I would like which of these two options would be better for performance and realism of the movement. Keep in mind that I will have many NPCs that will use the same system (maybe more than 50 metahuman instances at LOD 2 rendered at the same time). I could maybe increase the LOD at 3, so that it has less polys while conserving hair physics or in the worst of cases I could deprecate the metahuman in blender.