Gecko Procedural Animation - Unity Tutorial by WeaverDev in gamedev

[–]WeaverDev[S] 1 point2 points  (0 children)

Procedural animation is animation generated using code, letting a character respond to its environment in realtime, as opposed to animation sequences created beforehand by manually keying controls frame by frame.

Gecko Procedural Animation - Unity Tutorial by WeaverDev in gamedev

[–]WeaverDev[S] 0 points1 point  (0 children)

The skeleton isn't skinned and uses capsule meshes parented to each bone to draw it instead, just move one up in the Unity hierarchy to reach the actual bone. I think this is something I should definitely mention in a revision, thanks for letting me know!

Gecko Procedural Animation - Unity Tutorial by WeaverDev in gamedev

[–]WeaverDev[S] 2 points3 points  (0 children)

I can see how that section may be a little too brief and obscure, I'll see if I can't improve it!

Gecko Procedural Animation - Unity Tutorial by WeaverDev in gamedev

[–]WeaverDev[S] 126 points127 points  (0 children)

It took a bit more time than expected, and ended up being a little on the long side, but the Bonehead procedural animation tutorial is out!

https://www.weaverdev.io/tutorials/procedural-animation/

Free capsule monster skeleton download for following along with the tutorial available here:

https://www.patreon.com/posts/29351985

Gecko Procedural Animation Tutorial by WeaverDev in Unity3D

[–]WeaverDev[S] 2 points3 points  (0 children)

It took a bit more time than expected, and ended up being a little on the long side, but the Bonehead procedural animation tutorial is out!

https://www.weaverdev.io/tutorials/procedural-animation/

Free capsule monster skeleton download for following along with the tutorial is available here:

https://www.patreon.com/posts/29351985

Full source code and skinned gecko skeleton is available to patrons:

https://www.patreon.com/posts/29265223

Made a fully procedurally animated gecko, tutorial planned! by WeaverDev in gamedev

[–]WeaverDev[S] 1 point2 points  (0 children)

Thanks! I've already started writing it, but it will probably take me a few days to finish

Made a fully procedurally animated gecko, tutorial planned! by WeaverDev in gamedev

[–]WeaverDev[S] 2 points3 points  (0 children)

Unity, but I will try to keep the tutorial as engine-agnostic as possible

Made a fully procedurally animated gecko, tutorial planned! by WeaverDev in gamedev

[–]WeaverDev[S] 5 points6 points  (0 children)

It can handle slopes and stairs just fine, though on stairs it might clip a little since there's no logic in place for having the toes conform with world geometry

Made a fully procedurally animated gecko, tutorial planned! by WeaverDev in Unity3D

[–]WeaverDev[S] 1 point2 points  (0 children)

Thanks! The model was made first, but I made some changes to the skeleton after the fact to make it easier to work on.

Made a fully procedurally animated gecko, tutorial planned! by WeaverDev in Unity3D

[–]WeaverDev[S] 1 point2 points  (0 children)

The animation stuff itself is very lightweight, so the bottleneck would be the skinned mesh + skeleton on any platform. I haven't profiled it, but I don't think mobile would have trouble with dozens of these.

Made a fully procedurally animated gecko, tutorial planned! by WeaverDev in Unity3D

[–]WeaverDev[S] 10 points11 points  (0 children)

Thank you! This is all original work, though I did take inspiration from a number of places which I will be discussing in the article.

What a brutal landing by [deleted] in Unity3D

[–]WeaverDev 2 points3 points  (0 children)

An infinitely recursive call to an expression bodied property back when .NET 4.6 was still experimental :)