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Here's some more wolf abuse😅 This time, a pathological ground alignment test for the Locomotor in #UnrealEngine 5.6. The Locomotor is generating steps towards the green sphere that I'm dragging around with the mouse. Input pose is playing an idle animation, and feet positions are solved with FBIK.

43,294 次观看 • 1 年前 •via X (Twitter)

12 条评论

Thinker YT 的头像
Thinker YT1 年前

That's wild

Inph1del.📺 的头像
Inph1del.📺1 年前

This looks awesome, I'd only suggest maybe a secondary procedure, where the face of the wolf is wanting to lead to the desired location. and then as the head reaches a distances it starts to walk in order to catch up to the mouth. <3

Kiaran Ritchie 的头像
Kiaran Ritchie1 年前

Yeah there's tons of secondary stuff you could add to make this really sing. All it animates is the pelvis and the feet positions.

Page to Pixel Publishing 的头像
Page to Pixel Publishing2 年前

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Reno 的头像
Reno1 年前

That is so neat

bratan 的头像
bratan1 年前

this is actually so cool what the hell

krz9000 的头像
krz90001 年前

idling never looked better :)

Inu Games 的头像
Inu Games1 年前

That's super useful for turning in place! If he also turns the head to look where he's going that will be perfect. Maybe bend the spine too. Can you choose where's the pivot of the turn?

Kiaran Ritchie 的头像
Kiaran Ritchie1 年前

Look-at and spine adjustments are something I may look at integrating into the Locomotor at some point. That said, since it's Control Rig, you could add procedural look-ats and spine motion by other means. The pivot is currently hardcoded to the root bone, but an offset could be added.

˗ˏˋ⚡️ˎˊ- 的头像
˗ˏˋ⚡️ˎˊ-1 年前

Poor man’s motion matching 😆, it looks very cool

Frog Anon 的头像
Frog Anon1 年前

How can I implement this in my own project? I have a quadruped character as well and these solves are amazing. Any resources I can look into that you'd recommend?

Kiaran Ritchie 的头像
Kiaran Ritchie1 年前

I'll be posting a tutorial soon. In the meantime, here's some screenshots of the Control Rig setup.

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