Making a Procedurally Animated Robot Lizard in Roblox — Transcript
Full transcript
- 0:00Procedural animation is basically when a
- 0:02character moves using code and physics
- 0:04instead of pre-made key frames. It
- 0:06reacts to the environment in real time,
- 0:08which looks really organic, but also
- 0:10cursed when things break.
- 0:13I've been wanting to try it after
- 0:15watching Chimera's video on procedural
- 0:17animation in Minecraft. You should check
- 0:19it out. It should be in the description
- 0:21down below. So, I decided to try it out
- 0:24myself in Roblox. Here's how it went.
- 0:32>> [music]
- 0:37>> Starting off, I needed a model. My first
- 0:40model, which I made using primitives,
- 0:42was kind of, let's just say, terrible.
- 0:46So, instead, I modeled this.
- 0:52To stop the model from falling apart
- 0:54into pieces, I added ball joints and
- 0:56constraints so they don't just rotate
- 0:58freely.
- 1:00So, the body can be physically moved
- 1:01now. But there's one massive issue. It's
- 1:04kind of flopping around dead.
- 1:07To fix that, I added a upward force to
- 1:10the robot's body when it's [music] near
- 1:11the ground, which I can detect using a
- 1:14ray cast downwards.
- 1:16If it's close to the ground, it applies
- 1:18plenty of upward force. But the further
- 1:20it gets, the less force it gets until
- 1:22the raycast can't reach the ground. We
- 1:25have to do this otherwise the body will
- 1:27just bounce up and down vigorously.
- 1:30So now the body floats properly. And I
- 1:32also made it lose some horizontal speed
- 1:34over time so [music] it just doesn't
- 1:36slide away. And also another thing, the
- 1:39body needs to stay upright. So I added a
- 1:41rotational force to keep it oriented
- 1:43correctly. Anytime the body starts
- 1:46tilting one way, the [music] force will
- 1:48push it the other way so it doesn't tip
- 1:50over.
- 1:54Next up, the arms. I'm using inverse
- 1:57kinematics so the arms can reach a
- 1:59target. Instead of animating each arm by
- 2:02hand, I just tell the IK solver where
- 2:04the hand should be and it figures out
- 2:06how the whole arm should bend to get
- 2:08there. Whenever the inverse kinematics
- 2:11are doing their thing, I anchor the arms
- 2:13and disable the ball joints so the
- 2:15inverse kinematics can work without the
- 2:17physics interfering. If I don't do that,
- 2:20this happens.
- 2:24To make sure the arm target is on the
- 2:26ground, I use a raycast and set the
- 2:28target position to where it hits.
- 2:33But at first, the target just slid
- 2:35around. So I made it update to the new
- 2:38raycast position when it gets far
- 2:40enough. And to make it look like a
- 2:42proper step, the target lifts up a bit
- 2:45before planting down at a new position.
- 2:47I also made the arms take turns stepping
- 2:50instead of moving together. And I offset
- 2:52the ray cast directions based on which
- 2:55way the robot is walking. Oh yeah, you
- 2:58might have noticed I added a target
- 3:00block that the robot looks at and goes
- 3:03towards. At first, it was kind of
- 3:05strong, so I turned it down a bit.
- 3:08Next up, I made the target block move
- 3:11based on player input and lock the
- 3:13camera on the robot. So, you can
- 3:15actually play as a robot. Now, to make
- 3:18the robot ragd doll when it's falling, I
- 3:19check the ray cast downwards from the
- 3:21upper torso. And if it doesn't hit
- 3:23anything, the robot goes into Ragdoll
- 3:25mod.
- 3:27I decided to add a little map cuz why
- 3:29have a walking robot when you have
- 3:31nowhere to walk? Anyway, I'm happy with
- 3:34how it works now. All that's really left
- 3:36is sounds and some more polish.
- 3:41And that's pretty much it for this
- 3:42video. Thank you for watching. I'd
- 3:44appreciate if you leave a like. And
- 3:46while you're down there, you should
- 3:47check out the game. The link is in the
- 3:49description. And now here's footage of
- 3:51the robot lizard doing its thing.
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