• CodeerDev Profile Picture

    Codeer @CodeerDev

    6 years ago

    Procedural animation in 10 steps #madewithunity #unitytips #unity3d #gamedev #indiedev

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  • CodeerDev Profile Picture

    Codeer @CodeerDev

    6 years ago

    For the IK, check out Fast IK on the asset store. It's an amazing free IK solver!

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  • artofsully Profile Picture

    SULLY 💣 Wishlist BOMBSHELL BLITZ @artofsully

    6 years ago

    @CodeerStudio Super cool method! Thanks for the insight!

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  • AlanZucconi Profile Picture

    Alan Zucconi @AlanZucconi

    6 years ago

    @CodeerStudio This is very nice!

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  • WokkieG Profile Picture

    Wouter Gort @WokkieG

    5 years ago

    @CodeerStudio Thanks for this! Such a great tutorial. Taught me more than all of the other (usually 20 min +) videos I found. Leaves enough to figure out yourself, while conveying the important info. Great stuff.

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  • omeletteandyog1 Profile Picture

    OMYOG @omeletteandyog1

    5 years ago

    @CodeerStudio This is a really cool breakdown. I am still working on getting proper foot placement on the bigger creatures in my game. Thanks a lot!

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  • gleb_sexy Profile Picture

    Gleb Sabirzyanov @gleb_sexy

    6 years ago

    @CodeerStudio @derekknox What a great simple explanation!

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  • jitspoe Profile Picture

    jitspoe @jitspoe

    6 years ago

    @CodeerStudio @DanFessler Ah, nice! I was using sine waves of distance traveled (offset for each foot) to determine when to lift and plant feet, but just stepping when the target is too far away seems like a simpler approach.

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    Fist of the Forgotten (Wishlist Now!) @FistForgotten

    6 years ago

    @CodeerStudio @DanFessler Ah, nice! I was using sine waves of distance traveled (offset for each foot) to determine when to lift and plant feet, but just stepping when the target is too far away seems like a simpler approach.

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  • 123eee555 Profile Picture

    Nimbles @123eee555

    6 years ago

    @CodeerStudio @happysnakegames How do you keep legs synced to that zig-zag pattern? When turning it can mess with their offset. In my game, eg, I accomplished procedural foot planting by spinning the foot target cast origins around in a circle that spins based on velocity

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  • RomanPapush Profile Picture

    Roman Papush @RomanPapush

    6 years ago

    @CodeerStudio Fantastic stuff my man! ✨

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  • MetallCore999 Profile Picture

    MetallCore999 @MetallCore999

    6 years ago

    @CodeerStudio It's cool stuff man! I think it is really intelligent solution. Keep it up!

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  • _TomekS Profile Picture

    TomekS @_TomekS

    6 years ago

    @CodeerStudio To battle the "delayed" movement, you can calculate a movement prediction position and snap the leg to it instead of default pos. One solution is to get default-current * x, that way the leg will reach forward and be more natural, while default position remains natural.

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    Oscar @BOONdev

    5 years ago

    @CodeerStudio Thanks did a of it thanks to this tutorial

    BOONdev Profile Picture

    Oscar @BOONdev

    5 years ago

    @CodeerStudio Thanks did a of it thanks to this tutorial

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  • TheTurtleDuckMa Profile Picture

    TheTurtleDuckMan @TheTurtleDuckMa

    6 years ago

    @CodeerStudio Hey, I'm trying to replicate this using fast IK as you said but it doesn't seem to be working. It goes all wonky when I hit play and the third bone isn't following the third block. Could you help?

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  • AshMuirGames Profile Picture

    Ash Muir @AshMuirGames

    6 years ago

    @CodeerStudio @TFIncident This is amazing i love it!

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  • Keysky14 Profile Picture

    Keysky @Keysky14

    5 years ago

    @CodeerStudio How are you snapping the leg to the ground in step2? 🤔

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  • Leapdown1 Profile Picture

    Leapdown :D @Leapdown1

    6 years ago

    @CodeerStudio @magequitgame Pretty cool.

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  • lcgamesstudio Profile Picture

    Joshua Kim | Limitless Collective Games @lcgamesstudio

    4 years ago

    @CodeerDev Such a cool vid

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  • fredodidou06 Profile Picture

    chove93 @fredodidou06

    5 years ago

    @CodeerStudio i try do same with 3ds max and tyflow youtube.com/watch?v=RjhoEY…

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  • EntangledSynth Profile Picture

    Entangled Synthetic @EntangledSynth

    6 years ago

    @CodeerStudio Thank you! I've spent a lot of time trying to work procedural animation out for my robot army. Steps 7-10 are new and interesting!

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  • MetaphoreGames Profile Picture

    Metaphore Games @MetaphoreGames

    6 years ago

    @CodeerStudio this makes me wanna do something with spiders :D

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  • SavingYourFile Profile Picture

    SavingYourFile @SavingYourFile

    5 years ago

    @CodeerStudio me trying to finish this project

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  • DominikRan Profile Picture

    Dom @[email protected] @DominikRan

    6 years ago

    @CodeerStudio Bookmarked, thanks a lot

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  • Bit_Rot Profile Picture

    Andrew Black @Bit_Rot

    6 years ago

    @CodeerStudio This is really cool, thanks for sharing! I've seen tutorials floating around, but this explained the gist of it concisely and quickly, which is rad.

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  • stayathigh Profile Picture

    4chill @stayathigh

    5 years ago

    @CodeerStudio @NetworkIndie @Aryx3D

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  • adeusmondo Profile Picture

    mondo. @adeusmondo

    6 years ago

    @CodeerStudio @leleoqb @winicius_lg

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  • tinchopunk Profile Picture

    Martin Arregui @tinchopunk

    6 years ago

    @CodeerStudio Thanks man

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  • IrregularExpr Profile Picture

    Ben Woodford @IrregularExpr

    6 years ago

    @CodeerStudio This is fantastic. Though I feel like there’s a step missing between 5 and 6 to explain what you’re doing to animate the leg... are you using an animation clip or curving the leg in code?

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  • amankrsingh03 Profile Picture

    Aman Kumar @amankrsingh03

    6 years ago

    @CodeerStudio Thanks a lot man for sharing this. Will try this soon!!

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  • _Darkatom_ Profile Picture

    Olsyx @_Darkatom_

    5 years ago

    @CodeerStudio Hi! I'm trying to figure out how did you get the leg to "raise" as it takes the step. I guess moving the leg is a lerp, but how do you get it to "go up" with the movement?

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