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Hashtag
#activeRagdoll
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Video

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

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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

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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

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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

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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

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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

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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

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Shark slide attac! Still a bit rough - but it's gettin' there! #indiegame #gamedev #activeragdoll

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