ANIMATICODE

HUMANOID PROCEDURAL ANIMATIONS

A technical project on humanoid procedural animations
achieved through IK rigs and animation layers.

A technical project on humanoid procedural animations achieved through IK rigs and animation layers.

A technical project on humanoid procedural animations achieved through IK rigs and animation layers.

ROLES

SOLO PROJECT

PROJECT INFORMATION

Genre: Procedural Animation, Character Controller

Team: Solo

Duration: 3 months

Engine: Unity

Platform: Windows

Tools: Unity, IK Rig, Animation Layers, Blend Tree

FEATURES

This technical project is a prototype to replicate procedural animations on humanoid models to create a responsive character using a combination of inverse kinematics and multiple animation layers.

• Implement multi-aim constraints to the chest and head to look at targets of interest
• Two-bone IK to the arms for procedural hand gestures
• Ground detection using raycast for proper foot placement on uneven grounds
• Script animation layers to blend weights between animation data and IK rig
• Implement 2D blend trees to smoothen transitions between animation clips
• Implement Unity’s mecanim humanoid rigs to streamline the animation retargeting process
• Implement avatar masks to support a wider range of blending capabilities

RESEARCH AND DEVELOPMENT

CREATING A RESPONSIVE CHARACTER

CREATING A RESPONSIVE CHARACTER

CREATING A RESPONSIVE CHARACTER

As characters are an essential aspect of designing immersive experiences, the objective was to create a responsive humanoid character that reacts appropriately to its surroundings. Using a systemic approach, I experimented with IK rigs and animation retargeting to allow characters to have proper foot placement on uneven grounds and react to environmental changes at runtime.

TECHNICAL PROCESS

MODULAR BLEND LAYERS

MODULAR BLEND LAYERS

MODULAR BLEND LAYERS

With multiple features such as multi-aim constraints, two-bone IK, and raycast for ground detection working independently from each other, I apply behavioral rules to constraint the relevant joints and use animation layers to blend/override existing animation data to create procedural character animations and actions at runtime.

HAVE A PROJECT IN MIND?

LET'S MAKE IT HAPPEN!

Let me know if you'd like to work together!

HAVE A PROJECT IN MIND?

LET'S MAKE IT HAPPEN!

Let me know if you'd like to work together!

HAVE A PROJECT IN MIND?

LET'S MAKE IT HAPPEN!

Let me know if you'd like to work together!

© Hughes Yip 2023

© Hughes Yip 2023

© Hughes Yip 2023