Alex

       Shpiner|

Level Designer  & Technical Designer

LÜX Locomotion

WHAT IS LÜX?

LÜX is a project initially built for the Unreal Engine 4.

One of the things we tried to do is check out ROOT MOTION.

 

WHAT I DID

I did all the animation implantation and setup on the UE4 Engine, including

  • Outlining and Designing the locomotion mechanic
  • Character State Machine engineering
  • User control setup
  • Working intimately with the animator to figure out what animations we needed
  • Animation tweaking and bug solving in engine

 

Below you will see some of our results...

Walking, Running, Stopping

The focus here was making sure the animation transitioned smoothly,
You can see that Eve's movements are derived from the animation and not from physics.

Jumping

We tried making the jump mechanic in root motion, however user control was jeopardized, and it just didn't feel right.

This was our attempt to merge the two types of locomotion - Root Motion and Physics based locomotion.

Falling, Landing

Landing was still done in root motion

Crouching

We worked hard to get the  camera to transition smoothly when Eve crouches.

And just generally make the transitions from animation to animation flow nicely

(Run to crouch, move sideways in crouch, aim while crouching, etc.)

Quick Time Interaction (QTI)

This was just a fun quick-time interaction test :)

Wall Stealth

This was also a fun mechanic:

Getting Eve to smoothly transition to standing flush with a wall,

Getting  Eve's State machine to "understand" where the wall actually is in relation to itself (in front or behind),

And then trigger the correct animation and flip the user control if necessary.