Unity Character Animation GDC 2012 Feature Preview

Uploaded: March 07, 2012
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A first look at the forthcoming character animation system for Unity, as demonstrated at Game Developer's Conference 2012.

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Gregory Pierce
March 07, 2012

Flawless Victory....

Scott
Scott
March 07, 2012

Very cool!!

Randy Marsh
Randy Marsh
March 07, 2012

Oh My God.

Georges Paz
March 07, 2012

Nah, thats not true, I'm still dreaming, needs to wake up...

Georges Paz
March 07, 2012

For those ho knows how motionbuilder work, then this is a similar simplified system but fully physically integrated into Unity. A dreeam come true.

Richard Hawley
March 07, 2012

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.

Duck
Duck
March 07, 2012

Awesome. UT just does not stop with the awesomeness.

Ion
Ion
March 07, 2012

Nice Parkour! :P

Richard Fine
Richard Fine
March 07, 2012

Can procedural elements be inserted into the blend tree?

How does this interact with physics?

Pierre-Paul Giroux
Pierre-Paul Giroux
March 07, 2012

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.

Antonio
Antonio
March 07, 2012

Yes, yes and yes again. This is a huge value add.

Karl
Karl
March 07, 2012

Does this work with facial animation? Could we use lip sync data with it?

Looks awesome by the way :)

Altered Reality
March 07, 2012

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. :-)

TrojanFM
March 07, 2012

in which unity version is this going to be ? and only for PRO or what ?

damsku
damsku
March 07, 2012

its works !

Richard Fine
Richard Fine
March 07, 2012

@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 :-)

Georges Paz
March 07, 2012

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

Unity Baby
Unity Baby
March 07, 2012

Just imange this for football games

Wendelin Reich
Wendelin Reich
March 07, 2012

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?

Georges Paz
March 07, 2012

@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. ^^

Anomalous Underdog
March 08, 2012

Will this have retarget animation for characters of different body proportions?

Li Jianxin
March 08, 2012

Very cool, I like it. :--------------------)

Georges Paz
March 08, 2012

@Anomalous Underdog,
Thats what bones mapping does. We can see it on the video too.

can
can
March 08, 2012

@2.20 right character hits his head to wall :)

Anomalous Underdog
March 08, 2012

@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.

Oleg
March 08, 2012

That is amazing! I could't even imagine something like this in Unity!

dani
dani
March 08, 2012

wow.. I love it

Javis
March 09, 2012

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.

sander4485
sander4485
March 09, 2012

Love that flow of movement...looks like you guys nailed it.......when?

EAB
EAB
March 09, 2012

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!

Vasil
Vasil
March 09, 2012

COOL! VERY COOL!

Gorges Paz
March 10, 2012

@Anomalous Underdog,
Animation retargeting should handle that (sharing animations with characters having different rig types/sizes).
Ask anyone at Unity. ;)

supa17
supa17
March 10, 2012

@EAB lol, what are you blathering about?

overdev
overdev
March 10, 2012

only pro i think ;(

PierrePaul Giroux
March 13, 2012

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!

Georges Paz
March 15, 2012

Awesome work Pierre!
Superbe travail Pierre!

Molt
Molt
March 15, 2012

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

Robin
Robin
March 17, 2012

Pierre,
do you guys plan to allow FBX, COLLADA or Alembic export animated characters out of Unity ?

Arseniy
March 30, 2012

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.

Cybershead
April 04, 2012

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?

Trevor
Trevor
April 06, 2012

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?

Wolfos
April 12, 2012

Does this mean we can import motion capture data directly into Unity?

Maciej Szcześnik
Maciej Szcześnik
April 12, 2012

OK, can't wait for this feature. I'm sooo glad I chose Unity couple of years before... :)

AaronC
AaronC
April 15, 2012

Pro only? :(

Brad
Brad
April 19, 2012

@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
omg
June 29, 2012

omg! o: omg! o: omg! o: omg! o:

Born for go
July 10, 2012

This is amazing news! :D

Nathaniel
Nathaniel
August 19, 2012

Wow, does it come with some base animations?

Jesron
Jesron
September 17, 2012

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..

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