AnimationWarping is not the same as Motion Warping, that plugin they use to vault over things and other such synced events.
Animation warping isn’t there.
There should be a marketplace one called speed warping that you need to modify to make work.
The purpose of it is to make walking circles realistic by adjusting the length of the gate to the speed of travel.
Contextual animation is usually when the character reacts to stuff contextually.
Moving to the side when another actor walks by so you don’t hit.
Grabbing a wall when resting from a run near it, so on.
Not sure if the plugin is a dud like the other one…
You can install it and then review the folders to see if it added a anything…
Thank you.
It will require some more studying to understand what you mean by speed warping, but I think I get the idea.
As for contextual, it kind of makes more sense to either use the control rig or some AnimBP nodes to procedurally/dynamically adjust running animations based on context. I came close to a procedural crouching mechanism, using traces and the little grey blend node in the AnimBP.
When walking slow your feet are closer together at the point in which both are in contact with the floor during a cycle.
While when walking faster they are both further apart.
And while running usually only one foot is on the floor at a time (you jump to the forward foot).
Speed warping attempts this by limiting the distance the feet can go based on the speed you want to use.
Its not bad, but it’s also overkill in a lot of projects…
There’s a few videos of Laurent explaining this for the paragon characters. (Google laurent paragon animation talk)
Worth a watch if you have never seen it. But the techniques are pretty dated by now.
“the techniques are pretty dated by now.” - Is there anything better out there I should dig into?
I have been thinking about how humans walk. First we lean our torso forward, using the ground foot to push us a bit forward, while providing balance to the ground. The other leg of course goes to where it should land, while providing balance in the air. Not to forget the arms, spine adjustment and all that.
These idle to walk transitions in games don’t take this leaning of the torso to provide momentum into account.
How would one approach setting up one part of the skeleton moving into some direction and the rest following based on some rules, like the pelvis or root bone for example?
Depends. Anything first person leans/proper animation is an automatic no or you will literally make everyone motion sick.
If I had to do it. I would pop on my Rokoko suit and record it.
Doing it manually, is painful but possible.
The results aren’t that great.
If you want I can give you a summary of how walking cycles happen.
It’s probably useful to refactor mocaps too…