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Hi Nate, I decided to leave a comment here instead of the play page because I saw your conversation with Cooper. I did immediately notice the technical effort you put into this. I've done a similar thing but only via the animation function that Blender has to offer, but limitations such as no physical integrations will apply in my approach. When I saw your spider's leg has physical attributes, I'm in tears.... I hope you see this. Can you share a youtube tutorial or webpage that leads you to this point? Or just talk through the basic workflow to keep my mind unblown! Again, INSANE work! - Frank

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Thank you so much! Honestly the limits of the pathfinding prevent you from seeing just how awesome Inverse Kinematics can look, and I wish I could've gotten the organic movement that's possible when the movement is fully physics based.

For just inverse kinematics and the algorithm I used:

and
And to get the legs to move like that, and work with physics based movement, I just followed the tutorials in these posts:
https://www.reddit.com/r/Unity3D/comments/fqabkx/i_tried_to_explain_procedural_a...
https://www.reddit.com/r/Unity3D/comments/fuj4sy/i_tried_to_explain_hoverboard_p...

Good luck!

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Thanks for sharing :) I have no idea you can do IK like that! I learned a lot today!