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Posted

Sounds too expensive for your average trash machine. Also a bit telling that the example they choose to demonstrate their code was a parody npc that can't get into a 'wrong' position. I suspect they tried with a normal body and got something that was hilariously uncanny valley.

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Posted

Yeah, Im not sure about the performance cost, though this scene running quite a few of the creatures seemed to do fine. Whats is very interesting is that he added support for motor drives for hinge and ball-and-socket joints, which is something that appearently wasnt supported by the engine before. This allowed for a moving character that uses actual physics to propel itself foward using the floor, which then translates to the whole IK rig, instead of the character "gliding" through the floor as it is carried by the root bone (the movement speed being set by the animation used).

 

But the most interesting to me was the direct relation he achieved between character and world space physics, and how the monster reacts to force and gets bumped and pushed around and keeps on going organically. We have a couple of "hurt" animations which are fine but rather generic, they play whenever the characters suffer a blow or an impact of some sort, no matter where it was. It would be amazing to see characters reacting in real time to small forces, getting their heads nudged by a stone youve thrown at them, or an arm shoved back by the impact of an arrow or sword. If its doable or not, cant say. But its food for thought.

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