Procedural Animation in 5 Minutes | devlog 1

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The video is for creating a foot placement system, but I nevertheless spent a good portion talking about IK. This video is part of a devlog series but stands on it's own as a tutorial. If you need any help or have questions feel free to join my discord.

0:00 - Intro
0:22 - IK Function
0:46 - Local vs Global Space
1:22 - NaN Error
1:31 - Relevant Angle Summation
2:00 - Re-convert to Global Space For Drawing
2:18 - Foot Placement Method
3:41 - Drawbacks
4:20 - Hybrid Method
5:18 - Resources
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*Watches too many rain world videos*
"Hey, i should learn procedural animation!"
*Watches this video*
"Nope"

unluckypanda
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i'm a baby dev so i understood pretty much nothing, this was a great video.

ceciliugh
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Plays rainworld, decides to learn Inverse kinematics because of rainworld, met with more rainworld. Cool

lakewaltz
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This is a perfect and simple explanation of procedural animations!
I used this technique for my spider game. It was quite difficult.
Also great video just 5 minutes but still so much information.

larsmaas
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slow down brother you are giving me anxiety

g.guerra
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4:20 of course you couldn't make procedural animation video without using Rain World OST

lemonice
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Holy sht. Such a complex thing, explained so concisely. I'm really new to game dev, and often need to watch a video a few times before I get it. But not here. (Don't worry, I'll still watch it a few times as I figure out how to implement this, I just mean you did an incredible job explaining it)

onerimeuse
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For anyone wondering, the v2::polar stuff is converting polar cords to cartesian cords, the first value is the angle the second is the radius. I got stumped on this for ages. Here's the code;
func polar_to_cartesian(angle, radius):
var x = radius * cos(angle)
var y = radius * sin(angle)
return Vector2(x, y)

pixiri
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Amazing presentation. Thank you for this.

_marcinrakowski
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Interesting topic. Have not come across this before, but the approach makes sense. And the effects are pretty nice. To get it even better I guess one would have to add a y component. So that the feet don't go in a straight line to the LERP point, but rather in an arc.

armemessser
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Dayum, I had to turn the play-speed down to .75x for this video, and the content was paced well and not slow at all. You really crammed a lot of great info into 5 minutes, and not a single ad! Great work man, thank you!
One thing I couldn't seem to get over is that you started the video mid-word and an image fleeing from the screen and so I kept starting the video over looking intently at what it was I thought I was missing lol.

matthewexline
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Im not a game dev or anything but this stuff is so interesting

dootiepatootie
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Amazing video! Even though I somehow understood all of that, I feel hat if you explained with some visuals representatives, the explanation would be easier to follow.

SombreroMan
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i will never use this, but great video

umbranocturna
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Hey man is the next video on procedural animation still coming out? It’s a topic that’s not talked about enough… well, in depth enough at least

michelecini
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how do you make it so that when you have multiple softs in your soft roll; you arent interfereing with another soft like accidentally

Badsiner
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I'm very concerned that I have to learn how to implement this stuff if I'm going to develop a Spore-like game.

nulcow
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Only if this resource was out when Randall was doing his IK stuff for arcana

equar
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at 2:26 is it supposed to say if L1 + L2 < d?

cirno
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i'm trying it to make organic animations for the enemies for my survival game, god damn i never tough it would be so fcking difficult to code a simple ankle

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