• Products
  • Solutions
  • Made with Unity
  • Learning
  • Support & Services
  • Community
  • Asset Store
  • Get Unity

UNITY ACCOUNT

You need a Unity Account to shop in the Online and Asset Stores, participate in the Unity Community and manage your license portfolio. Login Create account
  • Blog
  • Forums
  • Answers
  • Evangelists
  • User Groups
  • Beta Program
  • Advisory Panel

Navigation

  • Home
  • Products
  • Solutions
  • Made with Unity
  • Learning
  • Support & Services
  • Community
    • Blog
    • Forums
    • Answers
    • Evangelists
    • User Groups
    • Beta Program
    • Advisory Panel

Unity account

You need a Unity Account to shop in the Online and Asset Stores, participate in the Unity Community and manage your license portfolio. Login Create account

Language

  • Chinese
  • Spanish
  • Japanese
  • Korean
  • Portuguese
  • Ask a question
  • Spaces
    • Default
    • Help Room
    • META
    • Moderators
    • Topics
    • Questions
    • Users
    • Badges
  • Home /
avatar image
1
Question by metalbass_92 · Jan 10, 2017 at 02:16 PM · animationanimatorproceduralpose

Is procedural animation by poses based on Overgrowth possible on Unity?

Hi everyone,

I've seen on a gdc video from 2014 (http://www.gdcvault.com/play/1020583/Animation-Bootcamp-An-Indie-Approach) where a nice technique to animate characters (and other objects) is used by just using static poses, that will be interpolated to produce the animations.

The dev that talks about this has used this on Overgrowth, an early access title on Steam. I don't know what the game is made on, but it's not made on Unity, AFAIK. I've been trying to approach that with Unity, since it looked like a good idea.

In order to test this I thought I could animate a hand (e.g. that could be used in an FPS). I've generated AnimationClips with 3 poses (open hand, closed fist and pointing with index finger), so I can interpolate between them to get the animation of closing and opening the hand.

I've put those clips into an Animator and got them to interpolate linearly between them. It looks OK, but I need to control the interpolation, so I can get the nice interpolations that can be saw on the video (around 7:00 and 8:00).

In order to have better control, I set up a blend tree between the the open hand pose and the pointing pose and controlled the blending by code. This allows me to control the interpolation a bit, but still doesn't allow me to interpolate out of the [0, 1] range, as the blend tree seems to clamp it. I assuem that if I want to mimic what is shown on the GDC video at 8:00, I need to go out of the [0, 1].

I'm thinking that it may be that Unity is not exposing features for this to possible or nice to implement, since it seems like a non-standard approach to me. What do you guys think? Am I just overlooking the feature that will allow me to do that?

Comment
Add comment
10 |3000 characters needed characters left characters exceeded
▼
  • Viewable by all users
  • Viewable by moderators
  • Viewable by moderators and the original poster
  • Advanced visibility
Viewable by all users

1 Reply

· Add your reply
  • Sort: 
avatar image
0

Answer by Fabutan · Jan 11, 2017 at 12:55 AM

@metalbass_92 When you first create a blend tree, it will have automate thresholds checked by default, this will try and evenly distribute your motion fields inside the 0 to 1 range, uncheck it and you will be free to set your own thresholds to whatever parameter values you want.

Comment
Add comment · Share
10 |3000 characters needed characters left characters exceeded
▼
  • Viewable by all users
  • Viewable by moderators
  • Viewable by moderators and the original poster
  • Advanced visibility
Viewable by all users

Your answer

Hint: You can notify a user about this post by typing @username

Up to 2 attachments (including images) can be used with a maximum of 524.3 kB each and 1.0 MB total.

Welcome to Unity Answers

If you’re new to Unity Answers, please check our User Guide to help you navigate through our website and refer to our FAQ for more information.

Before posting, make sure to check out our Knowledge Base for commonly asked Unity questions.

Check our Moderator Guidelines if you’re a new moderator and want to work together in an effort to improve Unity Answers and support our users.

Follow this Question

Answers Answers and Comments

6 People are following this question.

avatar image avatar image avatar image avatar image avatar image avatar image

Related Questions

2D Animation does not start 1 Answer

Can the mecanim animators Controller var be set in code? 1 Answer

Accessing AnimationState in Animator 0 Answers

How to do controlled oscillation in animator? 1 Answer

Checking animation playing in ieunmerator. Is there a better way to do this? 1 Answer


Enterprise
Social Q&A

Social
Subscribe on YouTube social-youtube Follow on LinkedIn social-linkedin Follow on Twitter social-twitter Follow on Facebook social-facebook Follow on Instagram social-instagram

Footer

  • Purchase
    • Products
    • Subscription
    • Asset Store
    • Unity Gear
    • Resellers
  • Education
    • Students
    • Educators
    • Certification
    • Learn
    • Center of Excellence
  • Download
    • Unity
    • Beta Program
  • Unity Labs
    • Labs
    • Publications
  • Resources
    • Learn platform
    • Community
    • Documentation
    • Unity QA
    • FAQ
    • Services Status
    • Connect
  • About Unity
    • About Us
    • Blog
    • Events
    • Careers
    • Contact
    • Press
    • Partners
    • Affiliates
    • Security
Copyright © 2020 Unity Technologies
  • Legal
  • Privacy Policy
  • Cookies
  • Do Not Sell My Personal Information
  • Cookies Settings
"Unity", Unity logos, and other Unity trademarks are trademarks or registered trademarks of Unity Technologies or its affiliates in the U.S. and elsewhere (more info here). Other names or brands are trademarks of their respective owners.
  • Anonymous
  • Sign in
  • Create
  • Ask a question
  • Spaces
  • Default
  • Help Room
  • META
  • Moderators
  • Explore
  • Topics
  • Questions
  • Users
  • Badges