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Procedural animation engine for robots. Would you buy it?

Discussion in 'Works In Progress - Archive' started by ykravchik, Dec 17, 2016.

  1. ykravchik

    ykravchik

    Joined:
    Sep 13, 2016
    Posts:
    51
    Hi, guys! I am working on procedural animation engine for walking characters. Currently, it works perfectly for different kinds of robots with two or more legs.
    It could be used to animate units in a strategy game, robots in simulators or even for 2D games. It supports multiple gait types, all possible types of skeletons, different kinds of leg structure, legs count, partial support of hands, etc. There is a ton of properties.

    Here technical demo of in-cockpit view:

    Some in-editor handling:

    Top down:

    So, the question is, would you buy it? Is it worth to invest more time in polishing and features? I have many TODOs and WIPs (melee weapon animations, hands, animal and human movements). But how do you think, is selling of this asset is able to support further work? Or am I have just to finish my game? :)
     
    Last edited: Dec 17, 2016
  2. yc960

    yc960

    Joined:
    Apr 30, 2015
    Posts:
    228
    I need this!
     
  3. ElectroMantis

    ElectroMantis

    Joined:
    Sep 15, 2013
    Posts:
    78
    This looks really neat, and something I've been needing. If this was developed further I'd be very interested. somewhere down the line I was planning on building a similar system with final IK (I'm assuming this is using it's own custom ik system).

    Could the bone hierarchy change at run time? So the bot could loose legs/ change leg size during the game?

    I'd love to see a stress test as well. see how many units can have their animations calculated at once (like in a strategy game).

    But yeah, polish it up. I'd probably throw some cash your way if you do decide to put it up on the asset store.
    Watching thread...
     
  4. Martin_H

    Martin_H

    Joined:
    Jul 11, 2015
    Posts:
    4,433
    Looks very cool, but I'm not sure I'd buy it because I basically already developed my own version of some of the things it does using finalIK, and I don't want to throw all that away now as it was a lot of work and it does pretty much what I need. Plus I understand my own solution and wrapping my head around what someone else has made and integrating it into my project would take some time too.
     
  5. ykravchik

    ykravchik

    Joined:
    Sep 13, 2016
    Posts:
    51
    Thanks for so much constructivity!
    Of course, stress tests is a must.
    Yes, all parameters can be changed at runtime including structure. In general, ragdolls, limbs, death - all promising directions for improvement.
     
    ElectroMantis likes this.
  6. ykravchik

    ykravchik

    Joined:
    Sep 13, 2016
    Posts:
    51
    IK is the least tricky part. Although, of course, switching to the new solution is always a decision that depends. I'd also like to see your solution if you have videos.
     
  7. Martin_H

    Martin_H

    Joined:
    Jul 11, 2015
    Posts:
    4,433
    Nothing public at the moment, but I will DM you a short video.
     
  8. theANMATOR2b

    theANMATOR2b

    Joined:
    Jul 12, 2014
    Posts:
    7,790
    As an animator type I wouldn't find much use with this tool if you developed it into a package. Would really take much of my forte' that I enjoy out of the development process if I was working on mech characters.
    It'd be similar to someone who's a voice actor purchasing a small pack of voices for his own game or a pack that generates voices from adjustable properties. o_O

    With that said - I can still see the benefit others would gain from this being available on the store, and I don't see any reason you shouldn't develop it further - unless you have other cooler :cool: packages in concept.
     
    Martin_H likes this.
  9. ykravchik

    ykravchik

    Joined:
    Sep 13, 2016
    Posts:
    51
    It surely takes away much work from animators. But I'd say - tedious one. As I see by requests, there will still be things to animate - game specific poses, hand waving, etc. But of course, runtime IK and movement/animation planning bring animation to another level.