- Home /
Non-humanoid hand-to-hand combat with different rigs
Let's say I am creating a Street Fighter (or Tekken, my personal favorite) kind of game, with non-humanoid characters that have quite different rigs, e.g., four-legged, bipedal with four arms, worm-like... you name it!
I am wondering what the best way might be to create fighting animations. To keep it simple, let's assume each character has only one attack, e.g., a four-arm punch, and there is no way to block an attack.
Problem 1: For an attacker's attack to look realistic, the attacker's animation should depend on the defendant, e.g., the four arms should aim differently whether the defendant is tiny or huge.
Problem 2: For a defendant's reaction (being attacked) to look realistic, the defendant's animation should depend on the attacker, e.g., a model won't react the same to a punch and being grabbed and thrown.
So, using animation clips only (made with Maya for instance), if I had 2 characters, I would need 2 clips per character (assuming they can't fight with copies of themselves): attack and reaction--so 4 clips. If I had 3 characters, I would need 4 clips per character: 2 attacks and 2 reactions--so 12 clips. And so on:
n x 2 x (n - 1) clips, where n is the number of characters
That's 112 animation clips for 8 characters... too much!
So I'm thinking about using Inverse Kinematics (IK) for attacks, targeting named bones present in all rigs, and ragdolls for reactions. For non-humanoid IK, I would use Final IK from the asset store. Would you do the same? If not, what would you do?
Your answer
Follow this Question
Related Questions
On ragdoll joints, can I apply rotation force? 1 Answer
A problem with Animation Rigging package 0 Answers
Changing Bones positions and rotation in OnAnimatorMove not working. 0 Answers
How could I achieve Active Ragdoll effect like Overgrowth in Unity? 0 Answers
Transition Between Regular Animations and Ragdoll Physics 3 Answers