What works for game engines stable run or y moving one?

Hi guys i love you!
i want to ask you what works for game ungines like unreal & unity to get the character moving in place or moving forward instantly? this the video for better understanding :slight_smile:

or like this :slight_smile:


thank you very much!!

Hi @islara1,

In Unreal ( I have no working familiarity with Unity, perhaps someone else can add their input here ) it is best to animate your character ‘in place’ like the second example video you have. If the character that is moving around is to be controlled by either the player or an in-game AI engine ( which simulates your enemies moving around ‘on their own’ ) then it is the game engine that will animate the direction and speed the character goes, if you put this into your animation it will have to be ‘removed’ ( it’s called Root Motion in Unreal ).

Unreal uses an animation blending system to allow different animations to transition from one ‘pose’ to another, based on coding in Blueprints or C++. These animations are imported into Unreal as individual ‘blocks’. It’s very similar to the Action editor in Blender. In fact this is how I use the Action editor to break up the various movements, so I have one action for ‘walk’, another for ‘run’ etc. each is then exported as its own fbx.

The only time you would need to animate your character moving like in the first video example you show is if you never need to have the character ( or machine etc) do anything else. If you have say a robot that always walks a fixed distance and has to do specific things, and nothing else, then you can certainly use one continous animated movement. In Unreal this is simplicity itself and requires nothing extra to make it work. Import the character, assign the animation it uses and off it goes :slight_smile:

If you’re planning on using Unreal, or indeed Unity, I strongly recommend you download them try. Unreal provide a massive amount of free assets and you can see how to do things with examples to play with.

Have fun.

Cheers,
Dj

thank you very much DJ :blush:, you said it all thanks.
so i do have to put that Root bone on my rig, right?
and last question how the riggify add-on works for unreal?(the pitchipoy)
i’m part of team that uses unreal engine i’m going to download it sure, that will help lot thanks again.

Hey,

A root bone is fine, you can even have animation on it ( like moving up and down for a jump ), but be aware that the configuration of the character capsule ( for collision and hit detection) will need to be accounted for in your character setup ( in Unreal) . That’s a whole discusion in itself, so consult the UE4 documentation or online tutorials ( Youtube etc) for details.

I’ve not had need to use the rigify add-on for export to Unreal, but so long as the bones are a valid heirarchy and the mesh is skinned correctly I don’t see why it should be a problem. If it exports as an fbx you should be good to go. There may be issues retargeting animations should you want to use an alternative rig further down the line ( or animations created from other rigs ). There are some excellent Youtube vids from UE that cover these topics in detail:

https://www.youtube.com/results?search_query=Skeleton+Assets%3A+Overview+|+01+|+v4.8+Tutorial+Series+|+Unreal+Engine

I recommend you do a very quick character setup and rig then try an export to UE4. You can always refine the character later, but knowing the process is essential to avoid unnecessary headaches down the line.

Dj.

thank you very much i will do and if i got some successful results i’m gonna share here.

What DamianJ said… basically…
…and Unity is not handling things any different. It wants you to stick to the walk-cycle animation without performing a fake translation (let’s call it that for now, haha), for the reason that DamianJ mentioned (the collider related stuff…)
“GameObject.transform.Translate(Vector3.forward);” does the rest.

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thank you bro

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