Unity Character Animation GDC 2012 Feature Preview
Uploaded: March 07, 2012
Views: 127353
A first look at the forthcoming character animation system for Unity, as demonstrated at Game Developer's Conference 2012.
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Unity Character Animation GDC 2012 Feature Preview
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Comments
Flawless Victory....
Very cool!!
Oh My God.
Nah, thats not true, I'm still dreaming, needs to wake up...
For those ho knows how motionbuilder work, then this is a similar simplified system but fully physically integrated into Unity. A dreeam come true.
Stunning, nice free-running demo to show it off too. Somebody has turned Unity up to 11.
That system is going to make character animation so much easier, trying to build your own animation state machine in a script is not a trivial task to create and test.
Awesome. UT just does not stop with the awesomeness.
Nice Parkour! :P
Can procedural elements be inserted into the blend tree?
How does this interact with physics?
Richard: What we are demoing now on the show floor is with only basic blendtree, no procedural elements.
For physics, we are still in early prototype, but what we are doing is automatically creating the RagDoll from the characterization, we are then able to blend from the animation to full ragdoll.
Yes, yes and yes again. This is a huge value add.
Does this work with facial animation? Could we use lip sync data with it?
Looks awesome by the way :)
Looks a lot like my latest asset store product, Sage Anim Graph Editor (on sale now for $75). Guess my days are numbered! Not really surprised they are doing this though, the lack of this feature is why I made it in the first place. :-)
in which unity version is this going to be ? and only for PRO or what ?
its works !
@Pierre-Paul: Fair enough. I am guessing that you can't yet say what kind of procedural support you have planned? It'll be cool if we can just define our own BlendTreeNode subclasses that are just handed a skeleton to operate on. Sounds like you've got some of the IK situations covered, but there will be others, and there's plenty of forward kinematic things I could see myself doing with it too. Procedural shaking/twitching in the arms for characters who are unwell, for example...
Make sure that you don't just support going to ragdoll - that's already easily doable - but also going from ragdoll back to animation again :-)
Hey guys,
How about your procedural animation features?
Can we create procedural walks/runs out of nothing (like for example in 3ds max's Cat editor)?
What about standard animation creation? You are featuring a real human body rig with IK.
Can we create any other animation out of nothing?
That would be so freak. xD
Just imange this for football games
Extremely cool. But does this require that we organize character behavior around (H)FSMs? I was planning to switch to behavior trees in my code - would that be difficult to do integrate with the new animation system?
@Wendelin Reich,
To my guess (and logical side of things).
You should be able to switch states (which hold logical, transition and animation stuff) from code or directly with already available FSM nodes. Though, I'm just guessing, don't take me too serious. ^^
Will this have retarget animation for characters of different body proportions?
Very cool, I like it. :--------------------)
@Anomalous Underdog,
Thats what bones mapping does. We can see it on the video too.
@2.20 right character hits his head to wall :)
@Georges
>We can see it on the video too.
All those models in the video have fairly similar body proportions. What I'm wondering is characters with different body proportions. As an extreme example, consider trying to put a dance animation made by a human and put it on a T-REX 3d model.
That is amazing! I could't even imagine something like this in Unity!
wow.. I love it
I didn't see any other videos showing nodes in the new Unity, will other areas of Unity be turning nodal and thus, more artist friendly? Any other videos showing so? This is really amazing stuff, I can't wait to get my hands on this next build with nodal animation tools.
Love that flow of movement...looks like you guys nailed it.......when?
Animation is the new frontier in games and real-time in general. Character, control and camera. All of the realism of rendered imagery in the world is obvious, inevitable, and predictable, but THIS is HUGE. Well done!! My research and that of some scholars i've been following had led me to believe we wouldn't see this type of technology until someone like Bungie or Valve delivered it in an XBOX 720 or PS4 launch title. I'm thrilled to see it here first. It's forward thinking and revolutionary in how it could change how players relate to characters. All of the other features could go hang in my opinion. This in combination with complex collisions is enough for me!
COOL! VERY COOL!
@Anomalous Underdog,
Animation retargeting should handle that (sharing animations with characters having different rig types/sizes).
Ask anyone at Unity. ;)
@EAB lol, what are you blathering about?
only pro i think ;(
Hi all, I am a developer of that tech.
So 1st of all what we did show on GDC floor is a tech preview, the final feature set is not decided yet (we dont have a release date soon :P ) . However, what I can do is describe what we have shown on the show floor, and help answer any other questions that you might have.
- Support any bibed character. They can have different proportion, different skeleton hierarchy and different bone naming convention
- A suite a tools that gives easy loopable animation creation (from existing animation)
- Tool to author BlendTree ( continuous blending, pivot based blending, live feeback)
- Tool to author Hierchical State Machine ( multilayered, live feedback)
- The ability to control the range of movement on destination characters
- An API to support all this..
- so much more, that is not ready for prime-time yet!!!
Will keep you guys informed as we go forward on this!
Awesome work Pierre!
Superbe travail Pierre!
I am very excited about the character animation but I'm equally excited about other possibilities of the node-based state machine editor- is that going to be exposed via the editor API for us to build our own node-based editors with? It's just such a nice way to interact with so many different data sets which modern games require
Pierre,
do you guys plan to allow FBX, COLLADA or Alembic export animated characters out of Unity ?
Great work PierrePaul Giroux
Not even an estimated date for this? End of the year, a few months? We are looking to do a game and I wonder whether I should focus on everything other than animation.
This brings a whole new level to unity, I find character movement and animation the biggest pain I have found, maybe it's because I am no great coder, but this is what I have been looking for. With this add on and Playmaker add on, it just leaves the Imagenation to do the work. What date we looking at?
It doesn't appear there has been a definitive answer on when this might be released. @PierrePaulGiroux said: "we dont have a release date soon"; ballpark? Any idea at all when we might be able to expect these features to be released?
Does this mean we can import motion capture data directly into Unity?
OK, can't wait for this feature. I'm sooo glad I chose Unity couple of years before... :)
Pro only? :(
@Pierre: if you plugged in position data coming from a MoCap system could you use the point positions to animate characters using the retargeting system?
omg! o: omg! o: omg! o: omg! o:
This is amazing news! :D
Wow, does it come with some base animations?
This is an amazing news! I am into a project called Traceur, a third-person free running and I wanted it to be like this, I am finding peoples that is good on Modelling, texturing, animating, and others..