yeah sounds fancy.
but it is actually quite simple stuff, well when in 2D. Basically it will be a procedural animation synthesis for character movement… though in two dimensions at the moment.
- I want the game character foot to adapt the surface he is walking on.
- Key-framed animation tends to become messy and pain in the @$$ to set up for large amount of different characters.
- This is gonna be a comprehensive way for me to learn Python coding.
what is done:
- basic character movement with horizontal spring force
- footprint prediction based on character`s velocity and surface height
- footprint orientation based on surface normals
- Motion cycle and it
s speed based on characters velocity
- Leg cycle and gait creation based on motion cycle and footprint position
- foot stride/flight time and height based on character`s velocity
- Knee position calculated from hip and ankle position using IK (inverse kinematics)
yet to be done:
- ground detection for jump stance
- slope detection
- hip height based on highest and lowest foot position
- add hands
- make this a proper rig
- assign the Blender Armature to the it, or even use GLSL hardware skinning.
- clean the code…
to do even later:
- add the third dimension to this system
- make this not only bipedal but quadrupedal system (for characters with more than 2 legs)
- add a ragdoll
- and do some more stuff I can`t think of right now
more of walking and running
IK (Inverse Kinematics)
Ragdoll, boxes, physics gun and motion blur:
anyone interested seeing the blend?