
There are a few more experimental but VERY cool things we’ve left out of today’s blog post, so keep an eye out. These are just some of the changes we’re making to core locomotion. We’ve found that adding these little touches helps to make the animal feel more grounded, especially since they’re reactive. Obviously this can introduce sliding, so we’ll try to resolve it with IKs the best we can.Īs you see below, we also have dynamic momentum on the head, body and tail depending on how fast an animal is walking forwards or backwards. This allows us to easily reposition creatures by simply asking them to walk forwards, strafe or backwards. When walking, animals can move in 8 different directions.

For animals that switch between quadruped and biped, they’ll still need a transition for it. Organically slowing down, speeding up and shifting into a run makes animals more far more responsive and lively. To start, animal movement speeds are now more progressive. Please note that all examples below do not include foot IKs, so there will be some sliding! Though we’re still experimenting, we thought we’d show off what we’ve been doing. drinking spots, eating, social animations) as seamlessly as possible. We’ve been making a lot of changes in the service of dynamic hunting, combat and ensuring that animals can get into position (i.e. The more flexible their animation and movement systems are, the more behaviors we can add onto them. Animal LocomotionAt the heart of animal AI is their locomotion how they move is the foundation for what they can do.
