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This is procedural animation in #UnrealEngine 5.7, using a Control Rig running a Locomotor to generate footsteps, and the new Control Rig physics to drive the pose to the target step locations.
115,345 次观看 • 10 个月前 •via X (Twitter)
50 条评论

This looks pretty good for procedural locomotion. Massive time saver. Is there a way to bake it down, if you wanted to refine it as key frame anim?

Ya, you could record this in take recorder and then use sequencer to backwards solve it onto an animation rig to make additive tweaks.

Very cool!

This kinda blew up. Credit to Dustin Devoe @DusDeVo who setup the Control Rig and Danny Chapman @Mr_Rowl who integrated physics into control rig. And to the many talented engineers who shaped Control Rig into a next-gen rigging framework.

That's really cool how they interact and collide!

it's incredible that this is all procedural

Uncanny Vally - Metal doesn't bend like that

🔥🔥🔥

This look like Arc Riders

@kiaran_ritchie Hi! It's so cool, is it possible to get this 3d model somewhere to experiment with?

I think it might be available someplace. @chasescooper would know!

AWW HES A LIL GUY 🥹

Beyond All Reason mentio... *commander self-destruction*

@ionthedev

Fuck I wish I could do that

I wrote a tutorial to get you started. We've made it pretty straight forward.

@0x440x46 And this for the physics (the resources include this scene too!): ControlRig + Locomotor + Physics FTW!

@kiaran_ritchie Thanks ya’ll. This is exactly what I’ve been trying to grasp and learn. Thank you.

@Mr_Rowl Post your results!

Is there any chance we'll get more granular locomotor nodes? In case we want to do individual things like only foot locking?

The Locomotor only affects the Pelvis and outputs foot locations. If you don't want it to affect the actual pelvis, you can pass in a fake transform. Though it's designed to respect incoming foot and pelvis animation, if that's your concern.

Wow that's so expressive!

Not even Twitter compression can hide the ghosting in this one...

Ah, I apologize if it felt like I was trying to blame you for the graphical issues of the engine or undermine your work. That was by no means my goal, my frustration just spilled out and made me react somewhat irrationally.

please go work with @EmbarkStudios on @ARCRaidersGame

It's extremely amazing but where is the game?

Very cool!!

just thought about the fact that you can throw state trees on top 🫠

Amazing

where does the ammo live?

Uuuh... It's an energy weapon!

ok, where does the energy live?

Uuhh... fusion cells!

damn, fusion unlocked. How did i not think of that. the Iron man Heart.

I can't prove it yet, but this might be the new ARC

Spore memories

Looks awesome

I haven’t looked into this yet but is control rig able to move constraints now? Looks pretty sweet

You can procedurally generate physics bodies, shapes and constraints and apply these to a local simulation that you can step anywhere in your rig. It's crazy.

I love it lol

I'll get excited when i see a replicated multiplayer demo

looks like a tank from total annihilation (original) and not like 16bit

I love everything about this. The only thing missing is some footstep sound/particle/fx. Since I'm confused on how to do that with these new systems without traditional anim notifies.

Absolutely stunning!!

Is procedural which mean no more keyframe used ? @grok

Can you convince epic to make more top notch single player games? This would be sick in a good game that doesn’t fry my brain

It looks like a Vanguard cannon from Beyond All Reason

Not convinced. There's a lot of visible bending and shifting on joints that should not move in those ways. For example, the knee and ankle joints are modeled as single axis hinges, but the animation has them vending sideways.

Ya, you could setup a hinge limit on a full body IK or in this case on the rigid body joint constraints. Both support it.

This is why I will buy Half-Life 3 as soon as it comes out. #steam
