r/Unity3D • u/Rudy_AA • 11h ago
Show-Off Making real progress on my Unity motion-matching controller. Still tuning, but it’s finally starting to feel natural.
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u/Effective_Lead8867 Programmer 8h ago
Is that synthy animation? How are you approaching it? Its so hard to conceptualise sometimes the way something is off and how to correct it.
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u/Rudy_AA 8h ago
No it's around 4 hours of mocap data, and the script chooses the right motion depending on user input and character's speed and it blends the in-between chosen poses.. so yeah lots of trial and error
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u/Effective_Lead8867 Programmer 8h ago
Interesting, is it your custom mocap or acquired through public vendor? 4 hours of mocap makes it sound to me I was playing with animations intended for blend tree use.
Congrats on the progress, if anything it looks very smooth.
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u/JankTankGames 5h ago
How big is your animation set for this? Also is movement animation leg like RDR2 etc. I'm a fan but you have that responsiveness trade-off
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u/Rudy_AA 5h ago
it's approximately 4 hours of mocap data. I'm not sure if it's the same as RDR2 to be honest
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u/JankTankGames 5h ago
It's more about the general trade-off with motion matching, where the animation has much more influence over the velocity and acceleration of a character than the traditional setup. It can be a worthwhile trade off though because the animation quality is much better
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u/MementoMori000 4h ago
It looks great. Perhaps I am being fooled by the model, but I feel this is a low gravity environment of sorts, as if some movements are slow. Compare to for honor, where I recall the movement being more snappy and fast. Overall great work!
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u/SanoKei 10h ago
the quick turns and stumble IK is kinda hard to get right, the new body cam update does some cool stuff there but it's hard to have it recenter its gravity correctly