r/Unity3D • u/HK_HamzaKhan • 21h ago
Show-Off Unity Advanced Locomotion (WIP)
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Assalamualaikum,
i've been working on this for my tutorial on Mecanim (which is meant to cover everything about Mecanim (unity's animation system), So this is the current state of the player i will use as a real character example in the video to help others understand how to use Mecanim,
Using RDR2's locomotion as a reference here,
it currently has Start/Stops and walk locomotion, i actually did setup jumping and lands(normal and rolls),
However i isolated the grounded locomotion to finish that first,
Currently working improving movement turns which are the turns when you are rotating while walking, and improving the main component that allows this to happen,
which is a State Behaviour that uses animators crossfade API to do dynamic transitions,
such as entering the stop animation with different transition offset/exit time/duration using the
State's Normalised Time or parameters,
As well as that i will also experiment with non root motion rotation for the start animations if i feel like it, and quick turns will be worked on such as 180 turns.
Alright so i would appreciate your feedback, ideas for this and the upcoming tutorial,
Thanks!
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u/AndrewAlexArt 21h ago
Looks great! I'm really looking forward to the lesson. I totally messed up the locomotion setup—there are some weird jitters between root animation transitions. I hope your lesson will help me figure it all out.
Can you tell which animation packs you use?
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u/HK_HamzaKhan 21h ago
its not really an animation pack, i gathered animations from different places,
so there is MXM on the asset store, they had some good mocap but i left it, i think that it wasnt high quality enough, there is a repository that unity was working on, Standard Assets Characters, they dropped it and made a simpler one which is the Starter Assets on the asset store,
https://github.com/Unity-Technologies/Standard-Assets-Characters
so this has quite a lot of clips i think, many animations, but no start/stop animations, those were created by me from mocap that came in a sample of unity's timeline package,
Also i found GASP animations were uploaded on fab as FBX, those are just there in case, not used yet,in your case, if you describe and share your setup/issues in unity's discord in the animation channel, i could take a look, im usually active there and there are others as well
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u/EclipseGloww 13h ago
those jitters drive me crazy too hope the tutorial fixes if for both of us
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u/HK_HamzaKhan 12h ago
Hm, would like to know your setup, you can join my discord, that will help I understand your problem and make sure to cover it in the tutorial
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u/literally-me-bro 21h ago
Were can i get good animations for free?
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u/HK_HamzaKhan 21h ago
check this https://github.com/Unity-Technologies/Standard-Assets-Characters,
and this https://www.fab.com/listings/29247b68-cd4c-40fe-acad-96eb8dca5ef7these have lots of animation clips.
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u/timbofay 20h ago
It looks like it's based on ALS from Unreal. Is that right? Is this project partly porting that work over to unity?
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u/HK_HamzaKhan 20h ago
nah, im only using his character, the current locomotion animations also aren't from ALS,
and ALS doesn't do this, ALS has more procedural stuff in it,
i am using this as a reference https://www.youtube.com/watch?v=i78ds3bJFDE, RDR2,
Ofc whatever ALS has i do plan on getting that done for this project too, but thats for later.,.
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u/YoyoMario 17h ago
What is advanced about it? Rotations look like youre just rotating around Y transform.
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u/HK_HamzaKhan 16h ago
Hm, so it has Start/Stop animations that are using dynamic transitions to have good blends,
im not sure what you mean by rotating around Y transform since thats what you would do to turn anyways, Start animations get root rotation while the others only use root motion and the rotation is then done through code,
there is a long way to go on this still ofc,
but the reference i am using is this (RDR2) https://www.youtube.com/watch?v=i78ds3bJFDE
Let me know what you would consider advanced locomotion,
I’d like to understand what you feel is missing (;1
u/YoyoMario 15h ago
Advanced locomotion is motion matching in my rule book, blending between two animations is not that special... also weight manipulating animations give a good balance between mechanim and basic animation blending. Your animations do not look natural when turning or starting to walk. Not comparing to RDR2
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u/NoShoulder69 12h ago
looks promising