Gummates

Gummates

Stretching Arms

Stretching Arms

Procedural Controls

Procedural Controls

Physical Animation

Physical Animation

Procedural Animation

Procedural Animation

Animation Dynamics in CR

Animation Dynamics in CR

2D Facial Animation

2D Facial Animation

Animation Template Blueprint

Animation Template Blueprint

Linked Animation

Linked Animation

The snake stands up with an Ik effector from the root bone in the head to the joint 3, leaving the rest of the body unaffected by the root movements

Stretching Arms

Stretching Arms

Stretching Arms

The arms can stretch evenly while using a CCDIK solver

The arms can stretch evenly while using a CCDIK solver

Every bone in the arm changes it's scale values on the Y axis

Every bone in the arm changes it's scale values on the Y axis

This values are calculated with the difference of the initial to the current distance between the first and last bone of the CCDIK chain

This values are calculated with the difference of the initial to the current distance between the first and last bone of the CCDIK chain

Procedural Controls

Procedural Controls

Procedural Controls

For general props and some characters with legs, I made a Control rig that adjusts to any simple rig


The size of the controlers can be changed anytime in the secuencer

For general props and some characters with legs, I made a Control rig that adjusts to any simple rig



The size of the controlers can be changed anytime in the secuencer

It also supports simple Ik for characters with legs

It also supports simple Ik for characters with legs

The Snake has a sliding mode, where the mouse inputs makes it turn and look up or down

Physical Animation

Physical Animation

Physical
Animation

The head and ears are always simulating physics

The head and ears are always simulating physics

A physical animation component is added to the blueprint, then, the settings and desired bones are set

A physical animation component is added to the blueprint, then, the settings and desired bones are set

Ragdoll

Ragdoll

Ragdoll

THE PROBLEM

THE PROBLEM

When going to ragdoll, the arm should still be kinematic to stay attached to the other

player, but while doing so, the clavicle separates from the ragdoll because it's still

following the control rig

When going to ragdoll, the arm

should still be kinematic

to stay attached to the other player,

but while doing so, the clavicle separates from

the ragdoll because it's still

following the control rig

(The white skeleton always represents the Control Rig component)

(The white skeleton always represents the

Control Rig component)

THE SOLUTION

THE SOLUTION

new bones are created for each clavicle and are not affected by the control rig

new bones are created for each clavicle and

are not affected by the control rig

The transforms of the bones are sent to the control rig via "Set Control"

The transforms of the bones are sent to

the control rig via "Set Control"

Depending on wich player is using the Control Rig component, will send either

the transform of the left or right clavicle

Depending on wich player is using the

Control Rig component, will send either

the transform of the left or right clavicle

In the Control Rig, the transforms of the clavicles are set

In the Control Rig,

the transforms of the clavicles are set

The position of the "ragdoll_clavicle_l" is represented by the white dot in the Control Rig

The position of the "ragdoll_clavicle_l"

is represented by the white dot in the Control Rig

Procedural Animation

Procedural Animation

Procedural Animation

Walking animation

Walking animation

There are 3 variables to adjust in the animation:


  • Jump Movement Strenght

  • Sideways Movement Strenght

  • Legs Movement Strenght

There are 3 variables to adjust in the animation:


  • Jump Movement Strenght

  • Sideways Movement Strenght

  • Legs Movement Strenght

The movement of the legs interpolates on the X axis between 2 clamped values

The movement of the legs interpolates on

the X axis between 2 clamped values

The movement of the hips uses the same logic plus a movement on

Z to jump a little while walking

The movement of the hips uses

the same logic plus a movement on

Z to jump a little while walking

Animation Dynamics in Control Rig

Animation Dynamics in Control Rig

Animation Dynamics in
Control Rig

Ears and Head

Ears and Head

Belly

Belly

The head moves with a spring controller following the values of the "neck_ctrl"

with delay and spring motion

The head moves with a spring

controller following the values of the "neck_ctrl"

with delay and spring motion

The ears recive the same input as the head but need appropiate offsets

to compensate the difference between the rotations

The ears recive the same input as the

head but need appropiate offsets

to compensate the difference between the rotations

The belly uses a verlet controller, which does the same as the spring controller

but with location values

The belly uses a verlet controller,

which does the same as the spring controller

but with location values

2D Face Animations

2D Face Animations

2D Face Animations

There are 4 sets of faces. Every mint changes it's face acording to a collumn


First Row: Default Face

Second Row: Blink/Closed eyes

Third Row: Getting Picked up

Forth Row: Mocking

There are 4 sets of faces.

Every mint changes it's face acording to a collumn


First Row: Default Face

Second Row: Blink/Closed eyes

Third Row: Getting Picked up

Forth Row: Mocking

A set of faces is assigned randomly with the "Face variation" function


The Timer by Event fires every certain time an event that changes

the face for a blink, closing eyes or mocking face

A set of faces is assigned randomly

with the "Face variation" function


The Timer by Event fires every

certain time an event that changes

the face for a blink, closing eyes or mocking face

The Face variation and face change functions do basicaly the same.


An parameter, in the faces material, offsets the texture in the U or V

direction to show a different face

The Face variation and face

change functions do basicaly the same.


An parameter, in the faces material,

offsets the texture in the U or V

direction to show a different face

In the functions, a dynamic material is created to react in real time to the parameter

In the functions, a dynamic material is

created to react in real time to the parameter

Animation Template

Animation Template

Animation Template

To manage similar enemies, an interface returns the current state, instead of casting to different

characters. This allows to use the same Aniamtion Blueprint.

To manage similar enemies, an interface returns

the current state, instead of casting to different

characters. This allows to use the

same Aniamtion Blueprint.

A state machine is set up for each state with a "secuence player" node inside

A state machine is set up for

each state with a "secuence player" node inside

For every enemy, there's an Animation Blueprint Child, which calls the template

and allows to override each "Secuence Player"

For every enemy, there's an Animation

Blueprint Child, which calls the template

and allows to override each "Secuence Player"

Linked Animations

Linked Animations

Linked Animations

To reuse the animations of the mints with legs in the mints with no legs, the animations

are bypassed to another Animation Blueprint, where the legs are hidden

To reuse the animations of the mints with

legs in the mints with no legs, the animations

are bypassed to another Animation Blueprint,

where the legs are hidden

Thanks For Reading!

Thanks For Reading!

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