Next-Gen Unity Foot Placement Solution - iStep

  Рет қаралды 39,532

Hoax Games

Hoax Games

Күн бұрын

Get iStep - the next generation foot placement solution for Unity on the Unity Asset Store: assetstore.uni...

Пікірлер: 58
@Paulo_Dirac
@Paulo_Dirac Жыл бұрын
thats cool, next move -> having the "slope-based leaning" auto adjust to the weight of the player ;)
@Jlewismedia
@Jlewismedia Жыл бұрын
I'd imagine you could easily script that in
@comrade_grigory2133
@comrade_grigory2133 Жыл бұрын
It's called inverse kinematics
@pusadev2001
@pusadev2001 Жыл бұрын
Impressive ♥♥
@SkylorBeck
@SkylorBeck Жыл бұрын
But does it support non-humanoid models?
@hoax-games
@hoax-games Жыл бұрын
Hello SkylorBeck, iStep has been designed specifically for humanoid characters and therefore doesn't support non-humanoid models. Best regards, Kreshi
@i_AmCurious
@i_AmCurious Ай бұрын
you need to implement FABRIC for each leg.
@dudis7424
@dudis7424 Жыл бұрын
Those are some sloppy ankles
@настальгиянавсегда
@настальгиянавсегда Жыл бұрын
Cool , did you use unity's animation rigging package in this?
@hoax-games
@hoax-games Жыл бұрын
Hi, thank you for the question. No, iStep does not require Animation Rigging because it makes use of Unitys integrated humanoid rig and computes it's own IKs :). While this restricts iStep to work for humanoid 3D characters only, it makes it much easier to integrate for your custom character controllers ;). iStep can be used together with Animation Rigging though, there is a separate KZbin tutorial on this topic :). Best regards, Kreshi
@настальгиянавсегда
@настальгиянавсегда Жыл бұрын
@@hoax-games thanks for the reply, Im trying to achieve something similar to this to add to my own experience , adjusting the torsos position smoothly with respect to the feets position is where Im currently stuck at. Especially in stairs the collider just jumps up one step resulting in instant elevation. It does get a little tricky if youre not used to this kind of stuff :)
@hoax-games
@hoax-games Жыл бұрын
@@настальгиянавсегда I think in doing so you will learn a lot! :) All the best with your project! Best regards, Kreshi
@resistancefighter888
@resistancefighter888 Ай бұрын
Does it work in 2D?
@hoax-games
@hoax-games Ай бұрын
no it does not support 2D. only 3D meshes and 3D humanoid characters :). Best regards, Kreshi
@ImJamieX
@ImJamieX Жыл бұрын
nice IK :)
@hoax-games
@hoax-games Жыл бұрын
thank you very much :). Best regards, Kreshi
@glenrisk5234
@glenrisk5234 Жыл бұрын
Not perfect but a hell of an improvement.
@hoax-games
@hoax-games Жыл бұрын
Thanks :). Best regards, Kreshi
@AdhamRas
@AdhamRas 2 ай бұрын
Can I do that in godot?
@hoax-games
@hoax-games 2 ай бұрын
iStep is currently only available for Unity :). Best regards, Kreshi
@gamoe
@gamoe Жыл бұрын
wow
@joubran_6273
@joubran_6273 Жыл бұрын
speechless
@ahmadcreations3197
@ahmadcreations3197 Жыл бұрын
Hy does it work with invector??
@hoax-games
@hoax-games Жыл бұрын
Yes iStep works with Invector out-of-the-box :). There is a video tutorial about Invector integration here: kzbin.info/www/bejne/bHLSf5inrrCieKc&si=EnSIkaIECMiOmarE . Best regards, Kreshi
@ahmadcreations3197
@ahmadcreations3197 Жыл бұрын
Thans a lot bro
@hoax-games
@hoax-games Жыл бұрын
@@ahmadcreations3197 You are welcome :)
@fabianobersovszky6987
@fabianobersovszky6987 Жыл бұрын
Hi! I am having a problem with iStep. I want to add this system to my project but i cant use the TwoBoneIKCOnstraint from the animation rigging package because iStep is controlling the foot ik. How could i integrate this? Maybe by using iStep functions? kzbin.info/www/bejne/gmjTe36Hq7qkqqc&si=EnSIkaIECMiOmarE
@hoax-games
@hoax-games Жыл бұрын
Hi Fabian, for which bones or which functionality are you using your TwoBoneIKConstraint exactly? I made a video tutorial on Animation Rigging Integration here: kzbin.info/www/bejne/gXjRZJapjbJ4o9U :). Hope this helps! Best regards, Kreshi
@fabianobersovszky6987
@fabianobersovszky6987 Жыл бұрын
@@hoax-games Like in the video i sent you. Locking the left and right foot for good looking movement stops.
@hoax-games
@hoax-games Жыл бұрын
I see. Integrating this use-case could be either very difficult or very easy xD. I have to look into it in detail. Can you upload a sample scene with your scripts and send it to me via e-mail? My e-mail is: maishofen2@hotmail.com :). By the way - is there a reason you are doing this with custom scripts intead of using root-motion? Best regards, Kreshi
@fabianobersovszky6987
@fabianobersovszky6987 Жыл бұрын
@@hoax-games Alright Kreshi, thank you for you help! I will send you my demo project as soon as possible. I am working on a multiplayer game where root motion makes a lot of thinks more complex. I think the solution is to use the custom IK functions of iStep instead of Animation Rigging.
@hoax-games
@hoax-games Жыл бұрын
I provided you a very complete answer by e-mail :). Hope it will help you ^^.
@SakuraCr28
@SakuraCr28 Жыл бұрын
mm
@fairplex3883
@fairplex3883 Жыл бұрын
That's not cool to compare your IK solution against disabled IK and call this "Next-Gen"
@hoax-games
@hoax-games Жыл бұрын
I could have compared it to competitive solutions but I didn't want to discredit anyone so I chose to show it off this way :). However I can make a comparison video of iSteps foot placement solution next to other AAA games - this would be a fair comparison without discrediting anyone I guess. Would you like to see something like that? Best regards, Kreshi
@dicksonZero
@dicksonZero Жыл бұрын
why did you compare with IK off? when you say you are next-gen, do you imply that your solution has visible improvement vs most IK tutorials outside? perhaps more care is given in your crafts? i can't see it through this video 0:10 when stepping up the orange platform, the model has both feet in the air, really not "next-gen" to me. can call it "quick solution to get IK" though if your product does save labour
@hoax-games
@hoax-games Жыл бұрын
Hi dicksonZero, thank you for your feedback. I respect your opinion, but I disagree. If the video is not sufficient enough to see what I called next-gen, you can try out the WebGL demo and see for yourself: istepunity.web.app/starter/ . In the demo you can adjust some parameters to adapt the behaviour to your liking :). Regarding the comparison between IK off and on, I think that's the best way to showcase what iStep does. Hope the answer is OK with you :). Best regards, Kreshi
@Rhymez15
@Rhymez15 15 күн бұрын
Ia this a complete character controller?
@hoax-games
@hoax-games 15 күн бұрын
@@Rhymez15 the shown CharacterController is included for showcasing purposes in the demo content of iStep. So while you will get full access to it with iStep, it is not what I sell. What I sell and what the product is really about is the AAA footplacement solution called iStep 😁. Hope this info helps! Best regards, Kreshi
Жыл бұрын
Looks cool, but deeeefinitely not next gen.
@hoax-games
@hoax-games Жыл бұрын
The foot placement definitely is ;). Did you check out the WebGL demo? istepunity.web.app/starter/ .Best regards, Kreshi.
@theman3282
@theman3282 Жыл бұрын
this thing made me think unity doesn't have what it takes to complete their engine given how wealthy they 're..
@someotherpersonontheinternet
@someotherpersonontheinternet 7 ай бұрын
There could be some cases where people don’t want IK I think?
@darashayda1
@darashayda1 2 жыл бұрын
This is how character controller should be on of the best ever!
@IlseMulAuthor
@IlseMulAuthor Жыл бұрын
Does this also work with the ROG Camera & controllers asset from John Stairs?
@hoax-games
@hoax-games Жыл бұрын
Hi, thank you for the question. Yes it does work with John Stairs RPG cameras & controllers :). Best regards, Kreshi
@IlseMulAuthor
@IlseMulAuthor Жыл бұрын
@@hoax-games thank you, Kreshi, for answering so fast! It sure seems to be an excellent addition to that asset. I'll consider buying it for my studio 😀
@therealpeter2267
@therealpeter2267 Жыл бұрын
Pretty cool! I'm assuming this works with any character controller? I have my own solution for that, might consider buying this later
@hoax-games
@hoax-games Жыл бұрын
Hi Peter, thank you for the question. Yes iStep typically works with any custom character controller :). The only requirements are that your character is imported as type humanoid and that you activate IK pass in the AnimatorController :). Best regards, Kreshi.
@therealpeter2267
@therealpeter2267 Жыл бұрын
@@hoax-games Gotcha, thank you! :)
@joaopatricio9569
@joaopatricio9569 Жыл бұрын
Imo the behaviour for stairs looks a bit silly (who skips a step when going up and down stairs??), good IK is just not enough for situations like that, it's better to have an animation with smaller steps (a sped up walking animation would probably work as well) and have a basic ik model
@hoax-games
@hoax-games Жыл бұрын
Something that's just a "basic IK solution" would fail in a lot of edge-cases, especially stairs. Most major AAA third person games use advanced foot placement solutions nowadays. I recently compared iStep to GOWs foot placement solution (which is one of the best) and iStep wins. Of course there is the option to handle some special cases like stairs with separate animations and things like that in addition to a solid foot placement solution, however this will 1) interfere with gameplay because it will interfere with motion and 2) it will add an additional layer of complexity to level creation and therefore make your workflows harder and more error-prone. In any case you will need a solid and advanced foot placement solution like for example iStep if you aim for AAA-quality standards and your type of game would profit from good character foot and body placement :). Best regards, Kreshi
@Перчатки
@Перчатки Жыл бұрын
this can be achieved in half an hour without any assets. this is pointless
@francuz5748
@francuz5748 Жыл бұрын
I really want to see how you do that in half hour
@hoax-games
@hoax-games Жыл бұрын
Hi Hitin, iStep has almost 1200 lines of executeable code (~2500 lines of professionally written code) of which most of is very advanced math, algorithmic and edge-case handling. However these are only numbers and the real power of iStep is not lines of code, but its worldclass algorithmic quality which handles the precise and smooth foot placement :). Best regards, Kreshi
@512Squared
@512Squared Жыл бұрын
Hmm, I await your GitHub link to your code with interest, seeing as it would take only a half hour to knock up. KZbin doesn't allow links anymore, but you could upload a link via a screenshot posted as a short video clip to your channel, and just inform us here.
@gasa_king1297
@gasa_king1297 Жыл бұрын
The feet Placement is quite easy but he would definitely have done more than the generic feet place ment we all do
@rogernkosi8420
@rogernkosi8420 Жыл бұрын
​@@gasa_king1297please provide a link to your GitHub where you done this in half an hour...
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