Timeline for Realtime inverse kinematics on unity apps for android and iOS
Current License: CC BY-SA 3.0
27 events
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Dec 24, 2019 at 4:04 | history | bumped | CommunityBot | This question has answers that may be good or bad; the system has marked it active so that they can be reviewed. | |
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Nov 21, 2017 at 16:37 | answer | added | kolenda | timeline score: 1 | |
Nov 21, 2017 at 7:52 | history | bumped | CommunityBot | This question has answers that may be good or bad; the system has marked it active so that they can be reviewed. | |
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Jul 17, 2017 at 20:27 | answer | added | Luis B | timeline score: 0 | |
Feb 23, 2017 at 13:53 | comment | added | DMGregory♦ | ie. Don't fire 20 raycasts each frame for every one of hundreds of characters navigating around. That would be not frugal. ;) | |
Feb 23, 2017 at 13:49 | comment | added | newbie2015 | Can you please elaborate on your last point. "as long as you're frugal with your physics checks" | |
Feb 23, 2017 at 13:34 | comment | added | DMGregory♦ | And…why? It's certainly not impossible, but it's a lot more complex to get it all working well than just dropping in some run & jump animations. See for example Overgrowth and all the layers in their procedural animation system — that's a lot of development effort to spend on something that might or might not improve over a basic animation controller available out of the box in Unity. But there's nothing in there that's so CPU intensive that it wouldn't work on mobile, as long as you're frugal with your physics checks | |
Feb 23, 2017 at 13:22 | comment | added | newbie2015 | Last one. Basically the coin part was an example, I am looking at making it interact with multiple objects in a similar fashion. Like the trivial walk and etc animations would be pre-made but the more detailed ones such as climbing stairs, collecting objects, jumping in between platforms, killing enemies. those ones. the pattern for the trajectory (curve function) would be pre-defined. but depending on the position of main character and element the trajectory would form. | |
Feb 23, 2017 at 13:09 | comment | added | DMGregory♦ | "Moves accordingly" needs some unpacking. What's the expected movement for your game? If you just need the arm to reach out to grab the coin, that's trivial. If you need Mario's torso to move too, that needs a little more work. If you need to drive his whole locomotion off of IK, eg. figuring out where to place each foot as he walks/runs/jumps, that's more expensive yet. So, where on this spectrum is the problem you want to solve? | |
Feb 23, 2017 at 12:02 | history | asked | newbie2015 | CC BY-SA 3.0 |