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procedural animation system from scratch, with full step by step tutorial

88,118 次观看 • 9 个月前 •via X (Twitter)

36 条评论

Lincoln Margison - Game Development 的头像
Lincoln Margison - Game Development9 个月前

Tutorial link:

DeGen Rivals BETA OUT NOW! 💥 的头像
DeGen Rivals BETA OUT NOW! 💥9 个月前

I appreciate your technical prowess but that's gonna be a nope from me chief

Probius 的头像
Probius9 个月前

No key frames? None at all? I think it needs at least a base key frame that determines the default standing position (as opposed to the "T-pose" it would need for rigging).

Lincoln Margison - Game Development 的头像
Lincoln Margison - Game Development9 个月前

It's in the pose it was created in, so its t-pose equivalent. More like a nnnn-pose in this case. Although you could argue its base pose is a keyframe I guess. I just wanted it to be clear that it wasn't animated and wasn't doing any pose blending hybrid type of stuff.

Probius 的头像
Probius9 个月前

That's totally fair! I just wanted to know. That's interesting, though. I would have expected all it's legs to be spread out for its "nnnn-pose" as you call it lol I'm not an animator, just a programmer and game mechanics designer. I'll have to check the tutorial out. I'm

Probius 的头像
Probius9 个月前

curious how you get such good animations without doing any hybrid key frame blending style animation.

Lincoln Margison - Game Development 的头像
Lincoln Margison - Game Development9 个月前

Typically people use A-poses rather than T-poses now, because generally the base pose is trying to be the most natural "midpoint" pose. So elbows half way bent, shoulders half way down, etc. The closer the modelled pose is to the position it's in, the better it will look (the less the mesh needs to distort to change into position). And to summarise how it works, it's firstly just moving the legs correctly (biggest part, takes at least half of the vid), then layering a bunch of stuff on for the body. As an example, it partially uses the average position of the feet as it's position. So it will sway towards it's legs a little. Then another example, it moves lower to the ground & angles forwards the faster it moves. Then a bit of random noise thrown in which is speed dependent. And overall the movement of the body is done with a bit of spring-like interpolation to keep it a little soft/wobbly rather than too robotic.

Probius 的头像
Probius9 个月前

Huh I didn't know A-poses were a thing. Thanks for all the information! Appreciate it!

Lincoln Margison - Game Development 的头像
Lincoln Margison - Game Development9 个月前

Visual of the two. In the T-pose you could sculpt/model it or whatever to make the shoulders look good in that pose, but they're rarely going to be in that pose. Better to make it look good in the A-pose version than some outlier never-to-be-seen situation. There's also a bunch of stuff you can do to fix any of this, where the actual model morphs based on the pose (so vertexes move rather than just being controlled by their respective bone).

Probius 的头像
Probius9 个月前

Yeah all of that makes sense. However, what do you mean by this: "so vertexes move rather than just being controlled by their respective bone"? I thought that when you moved a bone, it did move the vertexes (based on weights of course).

Лякуша Йцукен 的头像
Лякуша Йцукен9 个月前

All aussies are very thankful right now

this contains politics 的头像
this contains politics9 个月前

You did a great job but..

Naka.exe 的头像
Naka.exe9 个月前

legit planned on doing something like this on february after purchasing the control rig course😭 oh well…more knowledge 😄 i’d show you once im done

Georges-Emmanuel ARNAUD 的头像
Georges-Emmanuel ARNAUD9 个月前

This is amazing

MrFutureMaker 的头像
MrFutureMaker9 个月前

So cool!

piontek 的头像
piontek9 个月前

That's awesome! Thank you. 🙏

Jay Fent🍄n ᯅ 的头像
Jay Fent🍄n ᯅ9 个月前

Thoughts on Locomotor?

Lincoln Margison - Game Development 的头像
Lincoln Margison - Game Development9 个月前

It's cool, doesn't currently function like this for characters being controlled by the player. It's more so for moving the character, which makes it good for sequencer. I don't think any single node solution will come close to custom approaches (even though this whole thing could be a single node). You need specific control for any real use, to get things to look how you want for your character.

Jason Tully 的头像
Jason Tully9 个月前

Impressive.

Mattia Merenda 的头像
Mattia Merenda9 个月前

I was looking for something li'e this thanks!

Santiago 的头像
Santiago9 个月前

🫡🫡🫡

Joe 的头像
Joe9 个月前

Fuck this. But also great work.

Duelist: Idle Expedition-Released on Sep🤖 的头像
Duelist: Idle Expedition-Released on Sep🤖9 个月前

I hate spider!!!!

MrFutureMaker 的头像
MrFutureMaker9 个月前

Seriously great job!

rafael lobo 的头像
rafael lobo9 个月前

This felt so organic and faithful that it was scary

Caramel Kaiteki🍮 | Edgerunner 的头像
Caramel Kaiteki🍮 | Edgerunner9 个月前

but can it walk on walls though?

Lincoln Margison - Game Development 的头像
Lincoln Margison - Game Development9 个月前

Yup

Caramel Kaiteki🍮 | Edgerunner 的头像
Caramel Kaiteki🍮 | Edgerunner9 个月前

Cool ^^

Lincoln Margison - Game Development 的头像
Lincoln Margison - Game Development9 个月前

I mention it somewhere in the tutorial, about the way we do traces relative to the body orientation, so that if you had a character setup which can walk on walls/upside down it would still work as normal. I might make a video on the setup for that

COBOX 的头像
COBOX9 个月前

This looks creepy and amazing at the same time!!

Arctic Fox 的头像
Arctic Fox9 个月前

@CaseOh__

Pablos Holman 的头像
Pablos Holman8 个月前

a game where you fight these things omg!

john bob 的头像
john bob9 个月前

@haezdev how would this work with different aliens like way big having one feet higher than the other when walking on off road surfaces, or ultimate spidermonkey’s long legs

Kenshi 的头像
Kenshi9 个月前

lincoln's procedural flow tutorial is out now! 🎓

Landry 的头像
Landry9 个月前

Wow ! 😵‍💫

iwilldestroyearth 的头像
iwilldestroyearth9 个月前

And buying into great ideas, you do it to on a safe schedule without he school teachers on your planet. Thats making it no problem with us. The games are a we.

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