Unity3d joint target test

Опубликовано: 07 Июль 2026
на канале: Zareste
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This is the early stage of an animation system I'm working on, primarily for this game http://bofiv2.blogspot.com/
The idea is to replace keyframe character animations with more procedural ones. For instance you create a set of points, and tell the character to "walk over here, then look up at this, then reach up" and all of this is done with no pre-recorded animations. The system judges the movement rates of all the character's limbs which cooperate to create a realistic set of movements. You just control how twitchy or fast the character will move.

Here I'm experimenting with joint acceleration and deceleration.

Once the basic system is setup (and this will be open-source) it can be extended so you can give characters more and more general instructions, like telling them to step back in an alarmed manner (they'll know to twitch all at once and move their hands forward). And personalities could be assigned that alter their general behaviors.

The idea is similar to the Euphoria engine, but with less focus on physics (characters are still held up by the waist and don't have to balance themselves, for instance) and more focus on behavior.