Our attempts at procedural animation of character movement

This is our first post on Habr and most likely will not be useful for professional animators as they make animations for breakfast, lunch and dinner. I do not think it will surprise them. Also in the post there is no mathematical part because I did not write in order to teach someone. Post as a whole in order to show the generalized direction of work and the result we have received.





There was a need to make character animation for the game that we are doing β€œon the knee.” What mocap did not suit us - animations and animations from mixamo.com:





  • you need to look for the most suitable animations





  • need a lot of animations





  • visually animations should be combined





  • it is very difficult to make something high quality from a motley set of animation samples





Begging, like a homeless man in someone's bucket, in search of the necessary animations for a week, I managed to collect a certain Frankenstein. It was Frankenstein, because I got animations from everywhere. The character walked like an office worker, sneaked like an 80th level elf, crouched like a spiderman. Just kidding, everything was not so terrible, of course, for the layman it might do, but I was still not satisfied with the motley animations. Although blending and other procedural tricks greatly improved things ... And the legs did not stick to the ground as they should. It annoys me terribly when the animation of a character is not 100% consistent with what he is doing, legs go through the floor, hands through walls ... well, you get the idea, the 21st century after all.





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I would like to add. It was not possible to completely avoid using mocap animation. Why is that? The fact is that a robot needs individuality, a style of movement. for this he is given sets of animations from which he adopts the plasticity of movement and uses it to calculate the procedural animation of movement. Something like this. The tests used a model analogous to the robot Fedor. Sorry, this is not an exact copy. There were no drawings, collected "by eye": D





Links to some of our developments on the game (in the form of sketches):





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