Still plenty to do, right now this is acting like a basic IK snapping system - as a test to confirm the system can walk when code driven.
Making the legs more relaxed, able to linger and hang about like in my other videos but procedurally is the next goal.
Posts by Birdmask Studio
First blunt test of locomotion. The legs can step to targets while auto adjusting the hip to relieve pressure.
Not the full walking system yet, but I've confirmed the auto systems can move the #activeRagdoll smoothly a emergent gait. #proceduralAnimation #gamedev
Last bit on the #activeRagdoll for a bit. Got the main pattern for jolt movement. If a foot needs to shuffle or reposition when under pressure, it can hop the gap.
Just need it to automate the values for different distances.
#gamedev #proceduralAnimation
Some of the subtle changes fixes today:
- Stronger gravity and drag
- Stronger leg resistance and active force to counter
- Better foot friction and slipping
All that so his hop impulses could have more control, turned out there wasn't enough air resistance for snappy motions
In theory, once he's self directed, he'll know to hop on the one leg in a attempt to not topple sideways... I hope at least.
After a night of fixing bugs, adding features and tweaking balances, it’s nice to cap it off by goofing around with this little guy now that the inputs are simpler.
Look at how he shuffles back and forth barely staying upright.
#gamedev #proceduralAnimation #activeRagdoll
A lot of learning how this system should be work as I code it, going into the inner working to fix oscillations and so on
Plenty I've had to leave out, but even so it seems to be shaping into a sturdy core model I'll be able to keep building on as I go forward, so I'm happy.
Working on the control layers
Legs attempt to match 3 input targets while factoring in their freedom of movement relative to the hip
This is the standing layer. Next comes impulse, which will let legs break balance when needed
#gamedev #proceduralAnimation #activeRagdoll
Down side, I am going to have to toggle who knows how many modules to find the problems origins.
Still, this is one of the more stressful actions to code. Once he can hop and hop with speed, then he'll be able to do most of the complex leg movement he'll need.
Hopping mad we are, literally look at this guy!
Predictably I have a sticky feet problem, drag is effecting escape velocity, so jumps have become all or nothing.
Plus side, this should be a simple fix, and at least the jumps are consistent.
#unity3d #proceduralAnimation
Thought I'd expand on this, took the walking test pattern and just rotated it to the side see how it plays out.
#unity3d #gamedev #proceduralAnimation #activeRagdoll
Without impulses, balance is delicate. Impulse forces will let the legs lift under strain, recover (like the dip near the end), or change velocity quickly.
That’ll require brains/instinct on this currently dumb model, which I’ll tackle next.
Testing walking actions. The model currently lacks impulse forces, so this movement relies on amplifying the stabilizing motors for a slow locomotion
Still shows the legs can correctly move and pull the body through contacts
#unity3d #gamedev #proceduralAnimation #activeRagdoll
Long and short of it, I'm having fun. Still more work to simplify the puppeteering before I can add brains to this guy.
But still, looking forward to seeing how this holds out once it's reactive.
Leg support and friction are in, so I’m building the simplified control layer.
Demo shows posing legs under high torso intent, and how weight transfer under that directly limits or frees tangent limb movement.
#unity3d #gamedev #proceduralAnimation #activeRagdoll #solodev
Almost got all the props and fixtures blocked out. UI is a bit rough for now, but it's letting me test the sim features quickly.
Once I have this done, I can finish the needs sim and then after that, finally the start on the pet interactions.
#unity3d #gamedev #videogames #solodev
Got the basics environment tools and editing done for now.
Next well be the basics for fixtures and props. Once they're in, I can finally start the coding of the pet AI.
#unity3d #gamedev #videogames #solodev
Going to be a bit before all the layers are coded in proper, UI and such... but for now... still pretty fun to doodle in.
#unity3d #gamedev #videogames #solodev
I may have overengineered the grass effect for the needs of the current game... looks cool though.
#unity3d #gamedev #videogames #solodev
On a fun note for me, the arm grabbing motion shown at the end makes me unreasonably happy, wasn't expecting it, keeping it in now I've seen it.
It has been a while since the last post here huh...
Summary, can hold sword now, working on code to interpret joystick input for attack states, motions and player movement.
Aim is currently to fast track the main combat actions.
#proceduralAnimation #gamedev #videogames
I just had to step away from the project BEFORE I coded the puppets twisting priority and applying system and not AFTER didn't I.
Well now it's back to doing really fiddly, complicated code so I can do things simply later...
Any time brain, you can switch back on... this is going to take a bit to get back into the swing of things.
Long and short of it, it's nice that most of the errors I'm hitting so far, are things I predicted might happen, and already had plans for.
Makes me almost feel like I know what I'm doing here
Yep... turned out my 'Apply Child Movement' function was the cause of the extra torso wobble.
I'll disable it for now, but fingers crossed the 'Axis Drag' function I've had planned anyway, should fix that when I code it in later.
Anyway, need to debug if the extra motion is an issue in the twisting system, or some kind of compounding loop from the parts being dragged along, feeding extra force to the hips.
If it's the latter, I might be able to leave it for now, since better child motion was on my fix list anyway.
One the plus side, the design is at the point when even if it's a glitch, it still kind of moves nice, that's a vast improvement over past systems.
#proceduralAnimation #gamedev #videogames
Going through the DvDs I missed after my first go of the Columbo series, turns out the first pilot was one of those.
It's so strange seeing this, clean suit, combed hair version of the man after the other 10 seasons
Nothing to do with game dev, just really like Columbo now
Best advice I can give, is just go for it, you'd be surprised how much you can get, with even just two spheres for the torso, and some basic IK code for the arms and legs.
So long as you don't mind the motion being a bit comedic as you start out.
www.youtube.com/watch?v=hQub...
Can't point to any I'm afraid. When I started researching this there wasn't much out there so I've just been working it out as I go
However, I know there are more and more videos on things like active ragdolls, and procedural systems that could help for those wanting to start doing things like this