This is really cool. I'm starting my gamedev journey in Unreal and I want to have this sort of physical/procedural/ik system alongside canned animations for every game i make regardless of genre. It just looks great when you have the two systems feeding off and reacting to each other.
@snow-j1q19 күн бұрын
Hello, do you know how to make an active ragdoll climb in a similar way to the human fall flat, if you know, could you make a video about it, as I'm having a lot of difficulty implementing this in my game
@JayTheDevGuyАй бұрын
This is incredibly helpful and beautifully illustrated. Thank you so much!
@supercoolmaniajon265Ай бұрын
This is surpisingly well made despite also looking unpolished.
@Misteurpro2 ай бұрын
I personaly had the best experience with torque based character they are smooth for me and way easier to use
@cody101842 ай бұрын
Hate to ditto a question but are you developing these projects in Unity? I'm looking to get started again I just was curious what your go to was
@dev-menon3 ай бұрын
Do you use external forces to keep the torso up while using IK on the legs to create the illusion of the character self balancing?
@modo_anonymato3 ай бұрын
Bro, we can use this to remake the gta 4 ragdoll physics
@1x93cm3 ай бұрын
Thanks man- great tutorial
@JtooMe23 ай бұрын
This is great!
@BirdmaskStudio4 ай бұрын
I like the animation system works to the point, I can emphasise my fellas lack of a brain, by physically shaking him left and right with the joystick while grabbing his shoulders.
@jring3834 ай бұрын
If you change the punch animation from a jab to a hook when the AI has both hands on you, that interaction will look alot better, the players punches will be able to reach over the arms of the AI (more natural). It may also help to widen the base of their feet just a bit when engaged in a clinch. The AI may be better situated to balance itself and will also look more natural. (both are standing too straight up with their feet too close together, realistically.. they would have fallen a few times tripping their own feet and each others legs
@halbzwilling5 ай бұрын
Looks awesome! Sometimes it looks a bit choppy because of the tracking but you can smooth or ease-out the response of the avatars facial animations. 😊
@KarlSpark5 ай бұрын
Can it work for Roblox???
@zippysqrl5 ай бұрын
Some good information, sadly harder to work with due to how dated this video is, unity has changed a fair bit, even that asset pack isn't available anymore..
@max_err60476 ай бұрын
Прикольно)
@amirscott19646 ай бұрын
Your channel is what introduced me to active ragdolls beyond simply knowing about gangbeasts, and I’m always looking forward to your posts On another note, are those footsteps procedural? And were they difficult to get working?
@NimsoStudios6 ай бұрын
What do you use to power the ragdoll joints? Are you taking the "floating pins" approach or are the joints actually powered? If you'd like to get some reference on handling ragdoll bodies I've got plenty of stuff on my channel, primarily designed around VR full body ragdoll but it applies outside of that too. My aim in general is to build a very easy to control ragdoll and then use standard game practices to make the NPCs animate and move the targets in the way they want to coupled with some procedural elements like how to move the legs when running around.
@BirdmaskStudio6 ай бұрын
Sounds awesome, i'll be sure to give them a watch! I have worked with powered joints before, my favorite prototype being this one www.artstation.com/artwork/klBP46 (Main examples at bottom of page) that gave my ragdolls a sense of muscle tension and resistance, but I had problems when developing the joint systems, and procedural animations and overall movement managers at the same time. That's why for this specific game, i'm starting off with a simple minimal physics approach. This model will have basic active ragdoll drivers, and its different limbs will blend between having no physics, just IK driven movement, to collide-able phys driven movement again when needed. This let's me work out the complex walking system, animation and combat managers without fighting the physics on the edge cases. Once this game is done, the hope is to have a stable foundation, to then start incorporating the more complex ragdoll drivers from my other prototypes, as modular pieces (I really miss the joint tension system from the link above, and would love it at least on the arms for blocking and pushing actions) on top of a proven to work, 3rd person action game character. Sorry for the wall of text, rarely get to talk about the behind the scenes, so it's nice to be able to talk about plans and the old prototypes.
@NexVice6 ай бұрын
This would be hot tech for DJs in VRChat that get their instance full all the time! What do we need to do to implement this in a world and it's costs? I'm very interested!
@mikhailhumphries6 ай бұрын
How to you come up with the code ? Are you using an asset like animation rigging or puppetmaster?
@BirdmaskStudio6 ай бұрын
My own code. About 3 years ago I couldn't find much on working with Ragdolls, so I just started messing around making different systems and learnt from there - Previous models can be seen on videos on this channel - This current game, is an attempt to combine a bunch of the things I've learnt, into a single stable humanoid model, that I can keep building on game to game going onward.
@BirdmaskStudio6 ай бұрын
Managed to get a fair amount in testing after recording this last night. Some very good push and dragging the target around the scene, with relatively simple code. Just need to get the combat manager set up to be able to handle all these different potential states, but the ragdolls are holding up.
@Gureenu6 ай бұрын
woah nice ragdoll, hope to see it in its full form
@max_err60476 ай бұрын
Вау, это круто!
@FizzleStudiosLtd6 ай бұрын
What engine is this?
@BirdmaskStudio6 ай бұрын
All games I've done so far have been done in the Unity3d Engine. Though once I finish this game and have the design of this system ironed out, I'm hopping to start experimenting in Godot, see how it holds up.
@mikhailhumphries6 ай бұрын
I wonder if we should move to more machine learning walking brain
@BirdmaskStudio6 ай бұрын
No idea myself, since I have no idea how to use machine learning, but as someone working with designing procedural animation stuff, honestly, you don't need to go as crazy as I have with it to start getting some really good results by just mixing a little bit of code with your animation.
@randomstuff67866 ай бұрын
For anyone using this in modern unity, and having a DrawSphere error. Go to the Editor._AlternateBakedLights script, find the Handles.DrawSphere methods, replace with Handles.SphereHandleCap and add the EventType.Repaint at the end. Should work!
@bishopjackson22648 ай бұрын
How would this work with moving objects? Like players and enemies
@bishopjackson22648 ай бұрын
Heya, any tips on how you did the hidding in shadow thing, when you turned off the lights?
@tufanaydin63408 ай бұрын
You guys are great! but after import it gives this message "Assets\AlternativeLights\Editor\Editor_AlternateBakedLight.cs(147,29): error CS0117: 'Handles' does not contain a definition for 'DrawSphere'" using Unity 2022.3.15
@huxi266 ай бұрын
replace it with SphereHandleCap
@Chrixskie8 ай бұрын
Amazing vr chat content and designs
@Chrixskie8 ай бұрын
Cool system.. do you know if there is some way to create your own physics system for vr chat??
@valfrozz8 ай бұрын
Nice job getting it synced! That's always the hardest part, in my experience. If you're interested in pursuing the PvP aspect, there's a guy called GoFluffYaself who has done a lot of work on avatar particle pvp. Might be worth contacting him about it. In any case, best of luck finding all the edge cases, and happy holidays!
@omarguzman11128 ай бұрын
Where can I try it?
@thewaterwasfine9 ай бұрын
4 years later and this is the first video that made me realize u can just delete the directional light and build with planes then fake the lighting
@valfrozz9 ай бұрын
One thing I'd caution would be to design your animation tree to make sure which shape you end up drawing doesn't get desync'd. Very cool system though!
@BirdmaskStudio9 ай бұрын
Yeah, server sync is one of the new areas i'll need to look into, been a while. My plan is, drawing and placing spells is all pretty much local at the moment, and when you draw a valid circle, that goes through a spell manager. Hope is that after I finish getting the playable bit of the design working I only really need to go to one spell spawning script, and make sure the server tells all local instances to *Place Circle 5 Here*
@medmel21609 ай бұрын
This is gold. Take my sub
@user-jq3xp7km3v9 ай бұрын
This is awesome!!
@max_err604710 ай бұрын
Очень круто, хочется видеть больше игр с такой системой ходьбы, выглядит живым.
@franc3spo16510 ай бұрын
This is amazing! Do you use IK in some way or do you control the position of the limbs modifying directly the angles?
@akiraakiraakiraakira10 ай бұрын
sweet video!
@jab___11 ай бұрын
It seems I can't use projectors like @ 3:40 in your video because I'm using URP. Is there an alternative way to using projectors in URP like you did in this video? I really like your dark rooms technique
@Alex_Mays11 ай бұрын
Офигенная механика получилась)
@speedy_o053811 ай бұрын
Best explanation out there
@tyridge771411 ай бұрын
Would it be a good approach to have both torque driven and force driven? And lower the weight of the torque driven forces when knocked around
@Drischa Жыл бұрын
Nice system! I've seen a 3D video system called Holospace that records a "volumetric video" and plays it back - great for multiple people, but it never looks as clean. Your system seems great in that you can have the avatar in full quality acting out the motions. I'm interested to see how this goes, I think that recording and playing back 3D content will become a big part of VR someday, just as 2D video is massive right now.
@BirdmaskStudio Жыл бұрын
Thanks!! Also holy heck that Holospace system does look crazy. I mean dark shader witchcraft to be sure, but awesome. Still that bit about 2D and 3D content is kind of my hope with things like this system. After I went to one or two VRChat events and the main instances were full, so I had to go to the 2nd or 3rd instances, where the performance could only then be watched on a 2D screen, I thought there had to be a way to stream performers into multiple worlds. Right now i'm still cleaning it this up, and slowly adding more motion tracking to the puppet, but even at this stage I'd say it's ready to do a fair bit more with a just a little work. And, since the puppet is a world object itself, I can also see a lot of ways this could have some neat player to recording interactions, but that's something for future development.
@Drischa Жыл бұрын
@@BirdmaskStudio Absolutely! I attended a VR convention and all the panels were streamed via 2D video projected onto a flat plane on the stage - I really wished that they were 3D, as the stereo vision is one of the strengths of the VR platform. I found that in the most recent VKet there were a few stalls that seemed to play back motion-capture using avatars, but I feel like these were stored as animation rather than video, so much more difficult to broadcast than a video-based method like yours. Your idea of being able to interact with the avatar sounds fun as well, I'm not sure what I'd use that for yet, but that's part of the fun of new technologies ^^