I recently was fascinated by the work of Mattias Malmer on twitter, who gave mne an explanation on how he moves each leg of his creature: Very cool approach, blending from pose to another pose. If you ever manage to get this system working well and sell it, I would definitely buy it. I have gotten a bunch of free assets and paid for several as well so I have a few really nice quality animation sets, but the idea of procedural animation feels like it’ll be the most fluent way to create a game and keep it running smoothly, especially for small teams (ie, if I were to keep going solo, I would benefit from a system like this). What I would like to do is ultimately point to a sekeleton, plug in poses, and be able to animate anything with just a few inputs. if you wanted to learn how someone has made something that looks insanely good and is very basic, yet really powerful. I know I have a long way to go before I can share my original work, but I have found a video on the subject that has gotten me interested in the topic. As is today the muscle increase law I set is simply: when the leg is compressed and the foot touches the ground then scale the muscle mesh and increase it, otherwhise decrease it gradually to the relaxed scale I’m new to this whole thing but I want to learn how to do stuff like this so I’m researching it as well. This would really take the animation to the next level of realism. I’d like to add some sort of muscle streched sphere meshes on legs and arms and scale them dynamically during leg/arm animation to try to replicate a sort of muscle effect.Once I have stabilized these animations, I’ll try to map the procedural man key bones on the skeletal epic mannequin bones and see if it is possible to animate a skeletal mesh using the procedural animation rules which are much more dynamic and easy to control via parameters.when jumping arms must rotate to check for possible grip points on front walls->if they overlap a grip point, then pass to grip/climb positon and automatically jump vertically to climb the wall.legs lateral angle must align to the ground inclination (this happens when you walk across a mountain, not vertically but laterally) and your leg lateral angle changes to be close to the ground.feet+leg must align to the ground inclination to generate a sort of IK effect.Much more to build but after 4 failures I found this 5th to be the best and the simplest to manage. Also the spine+head torsion is automatic and based on the closest actor that has a specific TAG ‘LookAtMe’ (can be an enemy skel mesh, a static mesh, whatever has a TAG ‘LookAtMe’ ) Now you can control the walk/run animation with just 2 float numbers (1 limb angle and 1 spine torsion)…the rest is in the code and it calculates the movements based on the capsule speed (walk, run) and on the jump (if is in the air or not). I must keep it simple to let anybody use this as** it will go to the marketplace**. ![]() ![]() Yesterday night I destroyed and re-created the whole bprint because there were too many parameters to manage and most of them were rotation angles. ![]() I’m at my 4th tentative called ‘Simple 3 bone Lever’ and it seems more stable and simple to manage via bprint+parameters. Just to update my Procedural Animation work: 2nd tentative ‘Poses Interpolation’ was a total failure!Īlso 3rd tentative ‘Multiple leg joint’ was a failure due to worldrelative rotations complexity. To make the mannequin walk I’ll make 2 walking poses (move the bones in walking position) then interpolate them. No walk/run/jump animations because Procedural Anim does not use any kind of animation. Basically I have my character in idle pose. This next approach will be based on poses. **So I’ll start the 2nd tentative I’ll call ‘POSES INTERPOLATION’: ** And is also very complicated, with many parameters and rules which is not good. I also abandoned that approach because I saw all his videos and understood that his method can only generate a spider-mech prototype and not really open to any other type of creature (fish, bird, etc) which is what I’m looking for. So I started with a 1st leg 4 bone: I tried to replicate the Unity package ( …/moveen-101452) and was a total failure!
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