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Research Movement
Summary
Research how other games handle falling down and getting up, how to do proper IK in Unity and how we can network that. After a hit, the player can get into ragdoll mode. The position it has on the ground can be close to anything. We'd like a convincing way of animating the player getting up. Inverse Kinematics can also be used to add convincing interactions with the physic world, such as impact from items thrown.
Hi all, been a long term lurker for this project and recently saw this Research movement request.
There is a game called Overgrowth that went through a similar development process about 10 years ago that posted a lot of videos from the developer talking about the changes he was making.
I have gone through and categorized some of the videos that would hopefully be helpful for people going forwards. I have included some videos that are not specifically about movement. But I hope they can make there way to the correct place.
Ragdoll behaviour - Limp VS Active Ragdoll behaviour - https://www.youtube.com/watch?v=zVWZbxGFGiA Ragdoll behaviour - IK use for falling to conform to world - https://www.youtube.com/watch?v=Ovmqc66afeU Ragdoll behaviour / Camera information - Variable fall damage & material friction - https://www.youtube.com/watch?v=w0t2D9Nja-Q Ragdoll behaviour - impaled items effecting ragdoll movement - https://www.youtube.com/watch?v=vATyp-Zs4NA
Rigging - Item attachment general thoughts - https://www.youtube.com/watch?v=yI0fGQPmIQo
Visuals - Blood physics - https://www.youtube.com/watch?v=0lp3HD3RQOY Visuals - Shadow volume overlap solution - https://www.youtube.com/watch?v=0EjvtQdTHB0 Visuals - Screen space ambient occlusion - https://www.youtube.com/watch?v=X-imQZh5568
Animation - Weapon holding info - https://www.youtube.com/watch?v=69S-exowtmU Animation - Weapon impact on player models explanation / Falling animation work - https://www.youtube.com/watch?v=ta5SYgh5kDw Animation - Mobility bone - Helps finer control of player mobility - https://www.youtube.com/watch?v=IE0yKXtoF0Q Animation - Weapon dominate hand / dual wielding & sheathing logic - https://www.youtube.com/watch?v=-vexEfycrkY
AI - Field of view & world awareness - https://www.youtube.com/watch?v=Egy40TYFut8
One day I hope I can help further
@Fllpz That's one great comment! I remember seeing Overgrowth when I was a younger and I loved the character physics, thank you for remembering it as an inspiration, we want the character movement to be physics based but not jangly like gang beasts or other active ragdoll games, we want a balance with procedural and animation-driven. Will definitely look into those and take some notes.