Semi-Procedural Animation for Character Locomotion

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Uploaded by on Aug 7, 2008

http://runevision.com/multimedia/unity/locomotion/

This is a demonstration of my work in progress Locomotion System.

The Locomotion System automatically blends keyframed or motion-captured walk and run cycles and then adjusts the movements of the bones in the legs to ensure that the feet step correctly on the ground. The system can adjust animations made for a specific speed and direction on a plain surface to any speed, any direction, and any curvature, on any surface, including arbitrary steps and slopes.

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Gaming

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Standard YouTube License

  • likes, 3 dislikes

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Uploader Comments (runevision)

  • Your site seems abandoned since 2008. Are you still there? Your work is very interesting. I'm trying to implement something similar for use with the NeoAxis Game Engine.

  • @NewTypeV100 My site is not abandoned at all. If you follow the link in the video description you'll find a page with a link to my Master Thesis from 2009 about the Locomotion System. You can find lots of technical detail about the Locomotion System in there.

  • So how long until we see this in a product?

  • It's already available for the Unity engine here:

    Follow the link in the text box for the video.

  • would be interesting if you can make him jump

  • @conradhw The Unity Bootcamp Demo (Google it) also uses the Locomotion System and has jumping.

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All Comments (29)

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  • Great alternative for HumanIK thank you

  • Leaning anims for turning?

  • I wanna see how some weird creature with an odd number of legs and varying joint arrangements moves...

  • his arms are twice as long as his legs..

  • ¡Impressive!

  • crysis use like this tehnology

  • it's aewsome.. what Neivlak said is not wrong, but it's still a amazing stuff

    procedural moviments with only stand, walking and running animations is really amazing to me. I do program for games but i dont work with 3D yet, and this inspires me to study more about 3D animations and procedural moviments

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