Procedurally animated "jelly" character!



I am making a game with physics inspired by fall guys and gangbeasts and wanted to make in theme character animations. How do they look? How could I improve them? Any ideas on cool interactables to add?

for those who are curious the legs are controlled by having a small radius the foot can plant in, then raycasting to find where the foot would land. The legs themselves then just bridge the gap using inverse kinematics. the arms and torso are done with harmonic oscillator equations, originally I tried making them using built in SpringConstraints but couldnt get them to look exactly how I wanted.

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Looks really cool man! I think the legs are a little bit too snappy imo, if you can somehow figure out how to make the legs slower and maybe even cancel-able mid step (if one changes direction and needs a replant) that would be golden.

Also, make sure this works smoothly on multiple clients (this would be the biggest thing), but considering that I have multiple of your amazing posts bookmarked and liked, I think you already have that down. I assume the jelly is majorly client-sided simulated, right?

I would love to see tool holding implementations also! Trying to shoot a raygun or swing a sword with a wobbly hand would be so fun. I just wonder how animations could be blended with this, maybe some sort of “active” system, as in “active ragdolls”.

Edit: Just want to mention that this is one of the most impressive and promising showcases to come out from this dev forum-- I can’t wait to see where you go with this :heart:

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OOH NICE!

It kinda has more a piku-niku look to which I love :face_holding_back_tears:

I would say to try an make the torso get affected by the wobble aswell – so it doesnt feel stiff :"D

I would say something like a melee where you gotta actually make your arms swing in order to use it, rather than use simply click to use

Genius.

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I was playing around with lerping between leg positions earlier but couldnt get it looking a way I liked, maybe I’ll go back to it though because I do agree if I got the legs smoothly transitioning well it would look better

yeah from the server the characters are not animated at all. Eventually the players are gonna be able to grab stuff including other players and basically “grapple” which is the only thing replication wise Im worried about rn. I might have to swap the system to be server authorative for it to be smooth but hopefully not :smiling_face_with_tear:

I hope to get a pretty good active ragdoll-ish effect without having to actually sim the body balancing itself and stuff. The game I envision is mostly PVP and outside of the grappling mentioned above the primary form of combat is gonna be picking up random items/debris and lobbing them at other players

thank you, it means a lot!

I will play around with this, I didn’t even consider implementing that lol I just made it react to the velocity and then didn’t think about it again

I really want to do something like this but I just can’t think of a way to port it to mobile (and optimally console) without it being jank. I already am unsure how I want to differentiate between throwing items and using them (e.g. if I added a gun once it was out of ammo you could then throw it at a player) because I don’t like binding stuff to visual buttons on mobile and so I want to fit it all into just tapping

update

this is fully server authorative and runs just as smoothly on real servers as it does studio. I also got items working but didnt have enough time to show them in the video with it still being small enough for the devforum. I have a few bugs relating to grabbing non ragdolled players I need to fix otherwise all my core features are done

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oh also @Binarix, I ended up going with your idea of making the legs not snap to place. It does look smoother :slightly_smiling_face:

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Looks much better man. The walk does look a little goofy, but I think that’s because its using little baby steps instead of longer strides. This might be because the torso is locked vertically, maybe a little bob and/or turn on a step would help. But you should probably ask an artist or animator for specifics.

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This character looks good! Nice job on it! How long did it take to make this character? I rate it 10/10!