#PhysicalAnimation #unrealengine I did a test: is it possible to assemble a character animation based only on physics (without the usual animation clips)? The result is as follows: as a production solution, the approach is still raw — there is a lot of unpredictability, fine-tuning, and a “floating” result. However, for small indie projects, this approach may work well: it quickly provides a lively body reaction, a clear “wow” effect, and can replace some of the animation where perfect cleanliness is not critical.
Не хватает какой-то генерации амплитуды движения в хвосте, не понятно как именно происходит движение.
Graboids!
I like how your monster worm looks. And your animations and rigging is amazing. What will you name this monster worm?
Really interesting experiment. The unpredictability actually adds a lot of character — feels very alive. For indie projects, this kind of physics-driven approach could be a smart shortcut with a strong wow factor.
Looks great, following!
The character movement looks really smooth 👏 I’m a 3D character motion animator, and I really like the weight and timing in this test. Great work
I see a Tremors game in the future where you are the graboid ? 😁😁
i do believe a hybrid approach is something worth looking into, for something like attacks i do think animations, or abilities for something like the worm digging below the surface. locomotion should be animated as for reference on how the creature should move and later synthesized using joint controllers using full simulation. id create 2 movement modes one kinematic for complex scenarios like the worm being below surface and a simulated controller for standard locomotion, grounded. keep at it want to see how it progresses throughout! sending a connection request :)