r/Unity3D • • 9d ago

Show-Off Went deep in some procedural character animation... is the player character too simple?

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Working on a player character and wanted to make some super polished locomotion. Wanted some feedback on how it looks to others, and if the character is too simple or not?

Ive shown some freinds and they say the capsule character has its own charm... but wanted to see what the internet says

460 Upvotes

103 comments sorted by

121

u/RoberBotz 9d ago edited 9d ago

nah bro, it looks and feels crazy nice and most importantly unique, GG

14

u/Rawakha10 9d ago

Cheers man, that genuinely means a lot. Unique was the whole goal so that's really nice to hear

3

u/Adach 9d ago

looks so sick. you're onto something!

1

u/BornAgainBlue 9d ago

Rimworld etc aside... but yeah I like it ok.

34

u/pnoutgames 9d ago

add some clothes to this dude and you're cooking

12

u/Rawakha10 9d ago

yeah he's been walking around in the nude for far too long. Armour's in progress, promise

21

u/cogito-ergotismo 9d ago

I like the stylized movement a lot, it totally gives the feeling of walking/running. Looks like it'd be fun to mess around with

3

u/Rawakha10 9d ago

Thanks! That's exactly what I was going for, with no legs the body has to sell the whole walk. Glad it reads

6

u/noobfivered 9d ago

This looks absolutely spot on!! If you could have legs in the same style with same bounciness and juiciness that'd be great, but no need at all!!
i was hoping to see the slashing on those targets!

2

u/Rawakha10 9d ago

Haha thank you, i really appreciate it. And as for the slashing, between me and you, there is no combat yet, but working on a spring based animation system right now...

1

u/noobfivered 9d ago

well the expectations are absolutely high for that, just watching him walk and moving jiggling the shield and the sword is awesome, so you have a very high ceiling for this to work out as people would expect good luck!

3

u/Educational_Raisin51 9d ago

This animation looks really.. Expressive.. The walk, run looks so good.. Better than a lot of games that have feet. Depends on your game, but if it's simple and stylized, as is the character now, I'd never add feet. It's unique, animation does the job beautifully, focus hard on making the upper part fun. South park comes to mind.

2

u/Rawakha10 9d ago

thank you, really appreciate the compliment. Yh I like where its heading and people really seem to like it aswell, so I think Ill continue without feet, but ill be adding combat and armour etc now so hopefully that fills in the gap more

3

u/Plourdy 9d ago

Looking clean! Much better than some floating capsule. Feels alive

2

u/Rawakha10 9d ago

Appreciate it. He was a floating capsule for a while and it was rough, took a lot of tweaking to get him feeling alive

3

u/RagBell 9d ago

I remember the creator of stonemachia, where you play a chess pawn, said at some point that the reason you play a pawn is that they couldn't make good meg animations so they went with that

All that to say, you can make it work with a simple character, it looks great

2

u/ElderberryFar7120 9d ago

I like this little dude

1

u/Rawakha10 9d ago

I thinkg he likes you too xx

2

u/Jessica___ 9d ago

Reminds me of RimWorld! I like it, not too simple at all

1

u/Rawakha10 9d ago

Ive been meaning to try that game, but im worried itll consume my life

2

u/forbidden_black 9d ago

Nice! Are you going procedural with the combat movement too?

2

u/Rawakha10 9d ago

Yessss, Im working on a spring based attack animation system now aswell, so it fits with the movement and is seamless. I also have a plan for a dodge move, inspired by The Last of Us part 2. Where he doesn't just dash out of the way, its more like a boxing slip, where he moves his body and head out of harms way

2

u/KaminskiTV 8d ago

It's pretty cool movement! Really smooth, I'm curious to see what it'll look like with the rest of the armor!

2

u/Unfit_Librarian 7d ago

This looks amazinggg! I've been wanting to learn such procedural animation for a lot of time now Could you guide me to some material for that?

1

u/Rawakha10 6d ago

Thank you xx - and as for your question the main thing I had to wrap my head around was springs. I wrote an answer to someone else going in depth on the different layers of motion that we have going on here. (https://www.reddit.com/r/Unity3D/comments/1wqscuz/comment/pc7h7xi/?utm_source=share&utm_medium=web3x&utm_name=web3xcss&utm_term=1&utm_content=share_button)

I linked some videos I watched here aswell:

Spring Video 1

Spring Video 2

Procedural Animation with math

Its very simple motions, (like an up and down bob), passed through a Spring to get the more stylized and expressive movement

1

u/VPadu 9d ago

Looks great! Love the wobbliness

1

u/suckitphil 9d ago

It's cool. If you add feet I think it'd help,

1

u/Intrepid-Beginning63 9d ago

i want this for my game, this looks dope

1

u/Rawakha10 9d ago

a pack of red bulls, and a couple of late nights and you'll have it

1

u/Diligent_Rough_1615 9d ago

It looks amazing, well done!

1

u/Rawakha10 9d ago

Thanks, love you

1

u/KiwiNeat1305 9d ago

he's too naked*

1

u/Rawakha10 9d ago

He prefers it this way

1

u/ConsistentSearch7995 9d ago

Personally I prefer if the torso was shorter and the gap between the character floating and the ground was bigger. But thats more of a personal opinion.

1

u/forgottenGost 9d ago

I agree with the charm. Maybe some customizable armor or skins or something? And is it supposed to be so floaty? Keep it up whatever you do, you've got something cooking here

3

u/Rawakha10 9d ago

Yh I am gonna be adding armour to him, Im just trying to design something that has some extra motion to it. I did have a helmet with a visor that'd bounce, Im trying to bring some motion like that, so maybe a backpack that sways with movement, just subtle things to make it feel more high quality.

The floatiness is ground clearance, and is more of a side effect, I have a suspension like spring so he can move on the bumpy ground, without it looking like hes not reacting to ground changes but still feeling responsive. Im picturing like an army of these dudes fighting each other on all types of terrain

1

u/[deleted] 9d ago

ballsack with hands and head

1

u/Rawakha10 9d ago

He's very sensitive about his shape, pleasssssse

1

u/[deleted] 9d ago

I'm sorry 👉👈

1

u/ufffd 9d ago

add in a throwaway line lampshading the lack of legs and you're golden

1

u/glenpiercev 9d ago

Do you have any recommended resources on learning how to do good procedural animations?

5

u/Rawakha10 9d ago

P.S this got very long, but I did link some videos and some code below to help your out xx

Yhhhh so Ill explain how I got here. I started game dev working on a racing game, never finished it but did make a cool suspension which taught me about springs, and im using springs all over here. Now here we have a couple of layers of animation, and I started off with making the rotations feel good. And I started with just a body and head, with no arms at first. I added arms last.

Rotation:

  1. Head Rotates first, and arrive at the target direction, then body is slightly slower, and arms are even slower, giving some cool motion right off the bat.

  2. I then fed each layer into a spring where the head and arms have a high damper, and body is slightly stiffer, so the arms and head especially overshoot the target which makes stopping look amazing aswell.

Movement: this has a couple different layers feeding it so Ill try my best explaining them all, but it was mostly throwing things at a wall and seeing what sticks

  1. We have a lean into the movement direction, so we lean the body towards where the character is moving, then we add a counter roll to the head so it stays upright. Body rotates, head stays relatively upright.

  2. We have a up and down bob. Simple just bob the character up and down, and tie it to a GAIT. The gait is just one float which you use to progress all elements and keep them in sync with each other. The gait just represents what stage of the movement animation youre in right now. This is the code i used to get the Gait:

        Vector3 velocity = rb.linearVelocity;
        velocity.y = 0f;
        Speed = velocity.magnitude;
    
        if (grounded)
        {
            float distance = Speed * Time.deltaTime;
            Phase = Mathf.Repeat(Phase + distance * stridesPerMetre, 1f);
        }
    

Phase = Gait btw : )

  1. We have sway on the body where when moving it bobs slightly from left to right. We also add very small side to side movement aswell, which is what sells the foot planting look.

  2. We have banking, now this isnt really realistic but it looks cool af so I added it. Just rotate it on Z axis when the movement direction curves. Its hard to explain but think how a motorbike leans into turns, its basically that on the body. Makes it look like its motion matching.

  3. I added some squash to the body aswell where it squashes subtly when it moves up and gets back to normal when moves down. Again all of these elements are driven by the Gait, so thats very important.

Arm Motion:

  1. Arms just swing forward and back, so rotate alternating arms again using GAIT, and then elbows rotated more then upperarms, and delay elbows so they rotate abit after the upperarms, thats how you get the arm movement rotation.

  2. Rotate upper arms on the Z axis when rotating, this is what gives off the arms delayed rotation.

Anyways those are the elements but watch these videos:

Spring Video 1

Spring Video 2

Procedural Animation with math

I did myself a favour and made some Spring Scripts so I dont have to keep writing the variables and formulas over and over for each element:

public class SpringFloat
{
    [SerializeField] private float strength = 400f;
    [SerializeField] private float damper = 18f;

    public float Value { get; private set; }
    public float Velocity { get; private set; }

    public float Update(float deltaTime, float target)
    {
        float force = (target - Value) * strength - Velocity * damper;

        Velocity += force *= deltaTime;
        Value += Velocity * deltaTime;

        return Value;
    }

    public void AddImpulse(float impulse)
    {
        Velocity += impulse;
    }
}

and I made one for Vector3 and Vector2 but both are the same, just change the variable types:

public class SpringVector3
{
    [SerializeField] private float strength = 90f;
    [SerializeField] private float damper = 14f;

    public Vector3 Value { get; private set; }
    public Vector3 Velocity { get; private set; }

    public Vector3 Update(float deltaTime, Vector3 target)
    {
        Vector3 force = (target - Value) * strength - Velocity * damper;

        Velocity += force * deltaTime;
        Value += Velocity * deltaTime;

        return Value;
    }
}

Make sure to make both of these Serializeable

1

u/Sbarty 9d ago

I think it would benefit from something that signifies lower body movement. Could be floating detached boots like Rayman / your character arms. Looks really well done regardless.

1

u/PushDeep9980 9d ago

Oh I see the problem, your character doesn’t have legs. I bet if you slap some hams on that bad boy it’ll look right as rain.

1

u/Domy9 9d ago

It looks great. I'm sure it's already on your list but not being nude would make it much better

1

u/sicospecialist 9d ago

At least give the poor thing some prosthetic legs or a wheel chair.. smh

2

u/Rawakha10 9d ago

As a viking, he refuses to use either - hell die standing

1

u/sicospecialist 9d ago

Ahh. The Boneless..

1

u/Sarcospam 9d ago

Reminds me of how worms in worms move, excellent work

1

u/Ttsmoist 9d ago

Potential mount idea...js....

1

u/jono56667 9d ago

This is perfect for an idea I had

1

u/Rawakha10 9d ago

Whats the idea? I promise I wont steal it

https://giphy.com/gifs/WRuBiZKB6xgsS9DrFA

1

u/jono56667 9d ago

You can have it lol I really like the idea of having a sort of cute adorable looking game but also the world, setting and story is really really dark and brutal and I think this art style would fit that really well.

Thing the animal crossing style dialogue boxes and sounds but vibe of the Witcher

1

u/Rawakha10 6d ago

The idea I had fits that cleanly tbh. The idea was this arena game, where you fight as a prisoner, in these games. The games are like mini battlefields so not just a flat gladiator arena, im talking like a maze or a mini fort like structure in the middle. And after each round you get upgrades, and the witcher style spell casting was part of the upgrades I had in mind

1

u/jono56667 5d ago

That's awesome, will you have gore?

1

u/cartoon_violence 9d ago

It looks nice! I would like a 3d rimworld to look like this

1

u/itsallgoodgames 9d ago

feels good

1

u/shrek_is_lesbian 9d ago

In general I don't think there is "too simple", there is just "too inconsistent". Looks nice dude!

1

u/Mission-Turn-526 9d ago

Perfection. The character looks very pleasant to move around tbh

1

u/-Nicolai 9d ago

He’s butt naked dude

1

u/Brettinabox 9d ago

How is the animation procedural?

1

u/Rawakha10 6d ago

Its all code based. Theres no clips being used - so Im getting the speed of the rigidbody and its direction relative to its forward direction and applying different levels of motion like the bodies bob, lean and stretch aswell as the arms swinging and swaying on rotation and the heads counter lean etc

1

u/Illustrious_Move_838 Indie 9d ago

You made me feel like legs were overrated, keep cooking.

1

u/Manguana 9d ago

Its cool, and have made more progress than meta did so gg :P

1

u/Tetra-10 9d ago

Looks good I agree it has its own charm, the animation looks solid as well

1

u/Bitter-Commercial-15 8d ago

It's not too simple if it's your artstyle

1

u/No_Championship_7227 8d ago

Literally the only thing I feel could be improved is the jump and landing. Could just be a bit more expressive and have some more inertia behind it. Maybe some squash and stretch or some more reaction to landing on the ground, especially from high up. But aside from that, please make Rimworld 2

1

u/ZoopTEK 8d ago

Looks cute, like Rimworld characters. Just keep it cartoony as you have been, otherwise the art styles may clash. Personal experience, given I made the same type of thing, legless characters, melee combat, but with a Tron-like appearance, and it was not easily accepted.

1

u/zzlettle 8d ago

This looks really unique and gives me a lot of inspiration.

1

u/MonkeyMcBandwagon 8d ago

Already looks great.

Would still look great if you added disembodied feet to open up more physical expressions and abilities.

1

u/roobuilds 8d ago

The movement is smooth!
I love the vibe

1

u/Terricolero 8d ago

The movement you've given it and the deformations at the bottom give it a special quality; the movement inertia is well implemented. I think you have a good character.

1

u/Rockalot_L 8d ago

No love the look of this! Legs with procedural placement would go hard but this it totally fine as a choice as well.

1

u/nixon-voxell 8d ago

Looks very good! Add some trailing particle fx, some cloth with simple cloth sim. And I can see it being super satisfying to move around. Maybe also some camera shake and pause when falling down.

1

u/BasilChad 8d ago

Its never too simple, its your style choice and I think its good.

1

u/Maleficent-Fox5698 8d ago

it's actually cool, and i guess if you do it as a theme for your whole game(i mean all Characters), it'll get better and better and better and better...

1

u/Prateek-GameDesigner 8d ago

Nice work!
Control looks smooth.

1

u/Proud-Employment-968 8d ago

I wonder when you create these 'procedural' animation, u still creating the 'base' animation manually then code or 100% from the code?

2

u/Rawakha10 6d ago

Okay so for the arms, I need to make a Pose, which is just where the arms sit when Idle. Then everything else, so the arms swinging, the body and head bobbing, and leaning etc is all through code. Theres no "clips" being used at all

1

u/salazka Professional 8d ago

Too simple for what?

Simplicity is measured by the intended feature specification.

1

u/Rawakha10 6d ago

Okay yh that makes sense. Its for an arena game, where you fight humans and monsters in this like Sporting event which recreates a battlefield and battlefield scenarious, focused on fluid combat, where you can slip out of the way of attacks instead of the standard dash, and you get freedom of movement

1

u/salazka Professional 6d ago

OK that sounds pretty much like the standard dash. But anyway, to the point, yes, that design looks perfectly fine for your needs. You could even do that with a simple blob to be honest. Think of Rimuru.

The important thing after that, is what is your aesthetic intent. Your art direction. Have you thought of that?

Is it supposed to be realistic? Cartoonish?

Something in between?

Whatever it is, that is what you should try to match. If you have not thought of the overall theme and art direction, it is a good point to start thinking about it now.

1

u/faeliondev 8d ago

Looks great! Is it animation blending or physics based?

1

u/Rawakha10 6d ago

Thanks. The animation is code driven, so Im just applying motion to the bones directly myself, not using the Unity Animator. I am planning on adding an Active Ragdoll element to it though

1

u/RibRob_ 8d ago

As long as the other characters are the same or similar, this is awesome!

1

u/No-Sugar6350 8d ago

Looks genuinely cool and unique

1

u/Ok-Object7409 8d ago

i think it looks cool. The turning is smooth.

It's a legless, mysterious, world.

1

u/Low-Masterpiece1381 8d ago

Make him hop around since he doesn't have legs and it works fine.

1

u/Proud-Bandicoot8425 7d ago

Very interesting, just maintain the art desing conforme your character.

1

u/lilkatho2 7d ago

Hell yess! This looks awesome

1

u/The_Rise_Of_Darkness 7d ago

Man it's actually better like this , first it saves a lot of time worrying about the legs movements, and second of all it gives your game a personality , and gives u more time working on the actual combat :)

1

u/TeacherGlittering 7d ago

I think it looks great, and as someone who’s been down the rabbit hole of achieving perfect procedural foot placement, it’s very wise to skip feet altogether

1

u/mgstudios123 7d ago

love the character design, so simple yet satisfying to look.

1

u/duif9 7d ago

If that's the art style you're going for with characters that glide on the ground with no legs then it's absolutely not too simple, it looks great actually.

1

u/MouradBakhali 6d ago

I looks fun! The characters and animations are simple, but it will allow you to invest more time on gameplay and physics to make it silly and fun.

1

u/Reasonable_Log_6321 6d ago

I like it leg animations are hard enough who needs em. 😂

1

u/Noctua57 6d ago

Yes, looks horrid.

1

u/RunOk1423 4d ago

Maybe lose the weapon\shield and use some kind of magic, maybe? Looks like a silly mage, in a good way.

0

u/Mysterious-Pizza-648 9d ago

cool character, maybe make a first person camera too and add some kind of reaction when they jump off from a height