Advanced Locomotion System V1

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An advanced bipedal character locomotion system focusing on high quality character animation with responsive movement. (100% BP)

  • Supported Platforms
  • Supported Engine Versions
    4.14 - 4.15



Too often game animation lacks quality due to the underlying movement and animation systems being poorly thought out. Animators can create good looking assets, but a badly designed animation system can diminish their quality and create a sub-par experience. This system's purpose is to bridge the gap between the front end and back end of in-game animation, and give animators a good foundation to create assets that will work well with responsive character movement. This system demonstrates a method for achieving responsive movement while retaining a high level of animation quality.

This system:
• Looks realistic and works in many game types (3rd person shooter / Action Adventure / True first person)
• Keeps player in constant control
• Looks good at all times and conditions
• Simplifies animator workload wherever possible (For low budget games)
• Is very flexible and highly adjustable (Everything can be tweaked and tuned to get the best balance between movement and animation)

• Direct Capsule Control (No Root Motion)
• Multiple Locomotion States
• Smooth Blending between Directional Animations (minimal foot crossing, if any)
• Adjustable Rotation Offsets
• Single Pose Additive Leaning
• Custom Rotation Rates
• Multi Directional Stopping Transitions
• Transitions between Idle Stances
• Timeline Driven Turn In Place
• Third Person / True First Person
• Rotate Towards Velocity
• Look in Input Direction
• Push Down Slopes
• Jumping
• Seamless Ragdoll / Get Up Blending

Technical Details

1 Character Blueprint
1 Animation Blueprint (plus AnimGraph)
1 Physics Asset (Ragdoll)
5 Enumerations
4 Curve Assets
1 Demo Level

70+ Hand Keyed Example Animations and Blendspaces (total) ---

16 Locomotion Animations (3 Blendspaces)
2 Idle Stances
8 Turn In Place Montages
2 Get Up Montages
8 leaning poses (4 for in air, 3 Blendspaces)
1 Jump Animation (jump, falling, land)
9 Aim Offset Poses (1 Blendspace)
18+ more additive and transition examples.

50 Pages of documentation explaining the system and its features.



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