![trifox steam trifox steam](http://www.trifox-game.com/wp-content/uploads/2020/07/ProceduralAnimation13_C_Big_Loop_Cropped-500x383.gif)
The only downside is that this implementation only works for humanoid bone structures. Unity (the engine we use for Trifox) actually comes with a build-in IK solution. Which is a variant of an IK system specifically set up for bone chains that need to curve/rotate towards a specific point.Īs if the bones are looking (hence the name) at that point in the distance. Having a character look at a point of interest.Having a character press a button without knowing how the player will be positioned in front of the button.(foot placement on a staircase or rough terrain) Making sure the footplacement of a character follows the orientation and height of the ground and obstacles.If you aren’t familiar with the technique, in short, instead of creating an animation by rotating each bone of the character manually, we inform the IK system of our desired end position and let the code/math do the work for us.Īs you can imagine, IK systems are super cool and come in really handy when you want to have dynamic animations that interact with the environment. In order to achieve this effect we make use of a technique called Inverse Kinematics (IK). The only way forward was clear … it was time … time to enter the world of With limited time and budget in mind, non of these routes seemed like a viable option to tackle our problem. It would also require a number of setup changes, something that we would rather avoid.īoth solutions have the requirement that the rotation speed, movement speed and animations need to be finely tuned to eachother.Īny change to one of these elements could break the setup and require a rework of the animations.
![trifox steam trifox steam](https://www.geekit.it/wp-content/uploads/trifox-570x350.png)
But that wouldn’t be a guaranteed success and it could bring with it a whole other set of issues.
![trifox steam trifox steam](https://www.trifox-game.com/wp-content/uploads/2020/03/Splash_FullSplash_FeaturedImage01-664x272.png)
![trifox steam trifox steam](https://otakugame.fr/wp-content/uploads/2020/08/ss_f9270adac8b77b55ae0e724ed022370a28c34ad8.jpg)
That way the character would always turn in an arc instead of doing an in place 180° direction change.
#Trifox steam full#
For example running backwards.įor the character curling that is showcased in the animation to be usable, the movement should always be handled in a single direction (forward of the character) and the rotation should then be in full control of the direction. This means that the movement direction can be doing one thing while the rotation/orientation of the character is doing something completely different. In Trifox our characters have independent movement and rotation control. First off the rotation would require the movement logic of the character to be handled differently.There are a couple of issues that really stand out: Not so great… So what is going wrong here?