More work on the #VRChat world from my last post.
Added 3D sliders and buttons to edit the puppets.
Trying to make everything feel like a toy even the UI so changing colours or dimming lights can be active and fun.
#VR#virtualreality#gamedev
Cooking up a new toy for #VRChat
Record puppet performances and share them as 3D shows in-world โ using a normal video link
Aiming to have this playable in a week or two
#VR#virtualreality#gamedev
Riva โ my latest #VRChatAvatar โ is out!!
A retro 80s club fitness look built for movement, clean deformation, and tons of customization.
Find it now on the VRChat store under "Riva โ 80s Club Fitness โ FBT Ready Full Rig"
#VRChat#FBT#animation#rigging
Why I'm looking at a new design.
I want expressive steps, alternating speed, feet lightly lifting off the ground and so on.
Case in point, the side to side shuffle I'm able to do, where the legs spread out a little more each landing if I flip the direction mid step.
New step design seems on the right track. The focus is gliding feet that move with the body.
Now the steps work via gradual blends rather than binary states.
Seem I've got the input factors right, now it's tweaking the modifiers.
#activeRagdoll#proceduralAnimation#gamedev
Still plenty to do, right now this is acting like a basic IK snapping system - as a test to confirm the system can walk when code driven.
Making the legs more relaxed, able to linger and hang about like in my other videos but procedurally is the next goal.
First blunt test of locomotion. The legs can step to targets while auto adjusting the hip to relieve pressure.
Not the full walking system yet, but I've confirmed the auto systems can move the #activeRagdoll smoothly a emergent gait. #proceduralAnimation#gamedev
Main use of this well be things like running or jumping.
But one other very neat use will be to help balance when the other leg is unground - like the side shuffle video from before - the leg can hop to attempt to keep upright a little longer.
Last bit on the #activeRagdoll for a bit. Got the main pattern for jolt movement. If a foot needs to shuffle or reposition when under pressure, it can hop the gap.
Just need it to automate the values for different distances.
#gamedev#proceduralAnimation
After a night of coding my guy can now jump and hop on one foot.
Now it's just future me is problem to make the clearance and leg compressions match the motion when I get back to this in a few days.
So good luck future us because I will have forgotten most of this by then.
Some of the subtle changes fixes today:
- Stronger gravity and drag
- Stronger leg resistance and active force to counter
- Better foot friction and slipping
All that so his hop impulses could have more control, turned out there wasn't enough air resistance for snappy motions
After a night of fixing bugs, adding features and tweaking balances, itโs nice to cap it off by goofing around with this little guy now that the inputs are simpler.
Look at how he shuffles back and forth barely staying upright.
#gamedev#proceduralAnimation#activeRagdoll
A lot of learning how this system should be work as I code it, going into the inner working to fix oscillations and so on
Plenty I've had to leave out, but even so it seems to be shaping into a sturdy core model I'll be able to keep building on as I go forward, so I'm happy.
Working on the control layers
Legs attempt to match 3 input targets while factoring in their freedom of movement relative to the hip
This is the standing layer. Next comes impulse, which will let legs break balance when needed
#gamedev#proceduralAnimation#activeRagdoll
Problem now is it's almost to real. Fine for walking and running, but later for jumping, I'll want to add a take off override, so it can ignore leg pose before a jump.
Otherwise jump height well be over effects by starting pose which while cool, isn't the best for the player.
Hopping mad we are, literally look at this guy!
Predictably I have a sticky feet problem, drag is effecting escape velocity, so jumps have become all or nothing.
Plus side, this should be a simple fix, and at least the jumps are consistent.
#unity3d#proceduralAnimation
Worked it out, I forgot to ratio the blocked vectors on contacts.
If a contact passes through the ground, it tells the torso by how much. Problem was I forgot to ratio it by the weight on the leg and depth.
Solved, and now jump is stable there are no sticky feet.