Advanced Locomotion System V1 + V2

Advanced Locomotion System V1 + V2

An advanced bipedal character locomotion system focusing on high quality character animation with responsive movement. (100% BP)

Too often game animation lacks quality due to the underlying movement and animation systems being poorly thought out. Animators can create good looking assets, but a badly designed animation system can diminish their quality and create a sub-par experience. This system's purpose is to bridge the gap between the front end and back end of in-game animation, and give animators a good foundation to create assets that will work well with responsive character movement. This system demonstrates a method for achieving responsive movement while retaining a high level of animation quality.

This system:
• Looks realistic and works in many game types (3rd person shooter / Action Adventure / True first person)
• Keeps player in constant control
• Looks good at all times and conditions
• Simplifies animator workload wherever possible (For low budget games)
• Is very flexible and highly adjustable (Everything can be tweaked and tuned to get the best balance between movement and animation)

• Direct Capsule Control (No Root Motion)
• Multiple Locomotion States
• Smooth Blending between Directional Animations (minimal foot crossing, if any)
• Adjustable Rotation Offsets
• Single Pose Additive Leaning
• Custom Rotation Rates
• Multi Directional Stopping Transitions
• Transitions between Idle Stances
• Timeline Driven Turn In Place
• Third Person / True First Person
• Rotate Towards Velocity
• Look in Input Direction
• Push Down Slopes
• Jumping
• Seamless Ragdoll / Get Up Blending
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