Some progress with the procedural animation (bottom), although it's still pretty rough. And I'm cheating a bit here, copying the "footplate" positions directly from the reference animations while I'm focusing on other things like inverse kinematics.
[#]ProcGen
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@runevision You've probably seen it, but just in case: https://www.youtube.com/watch?v=pgaEE27nsQw
Their work is for bipedals, but maybe some similar energy-based system would also work for your case to generate organic-looking animations?
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@lisyarus Thanks, I can't remember if I've seen that; I should have a look later. Although, anything relying on an optimization process is probably a no-go for my use case, which requires animation to work on the fly for creatures generated at runtime. That, and the video says biped and I need quadruped (and others) too.
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@runevision Yep, their approach directly is probably too costly, but at the same time you probably don't need that high quality and detail? Maybe this would inspire you to figure out some simpler optimization with a simpler model that would actually work and be fast enough to generate :)
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@runevision Was thinking about your project yesterday while rewatching this David Rosen video: https://www.youtube.com/watch?v=KCKdGlpsdlo There's even a short moment where the feet go way too high. 🙂
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@julian Right, I watched that recently. :) My project is made a bit more complicated by the fact I can't tweak magic numbers to one creature but have to find principles that work across many creatures.
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@runevision pretty awesome so far! spine stuff will be huge
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@benthroop What, you don't like walking planks? :)
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