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Very Complex Climbing Animation System - Bouldering
I am formally trained in, and practice architecture, but have been delving into game development. I am reading and watching tutorials and slowly but surely learning the procedures involved with creating a game. I have more complex ideas for potential future projects, but I would like to initially create a complex climbing animation set for a playable character. Before I truly dive into this animation set, I was hoping to receive advice as to how I can best accomplish my goals.
Aside from architecture and gaming my third passion would be rock climbing. I mention this because the animation set I wish to create is much more complex than any climbing I have experienced in any game. Assassin’s Creed 3 is likely the closest, but still way too simplified. I am interested in developing the climbing to be a stand out component and the most significant aspect of gameplay. My specific focus here is to develop bouldering animations. Quick definition, bouldering is very technical climbing on short walls. It requires specific technique, various grips and holds, acrobatics, weight distribution, body maneuvering and finesse. One uses their hands, feet, core and full body to successfully climb a bouldering problem (the path you are climbing). It is called a problem because it requires an act of puzzle solving to figure out the sequence required to send (finish) the climb.
(Here is an example of bouldering, as a clarifying reference - http://vimeo.com/69487213 )
This gameplay would involve your character, your surface to climb on and the various holds (IK objects?) on that surface. Certain problems may not have a single way to climb. Ideally the animation you trigger would be based off of body positioning, potential hold type and distance from that hold. Is there any simplified way to achieve this, or will this require complex scripting that is taking into account all the variables and selecting the most applicable animation?
Is it possible that once my character grabs onto a wall, to animate both my right arm and right leg and left arm and left leg independently of each other (I guess with masks through mecanim). Body position will adjust as well. It is not as simple as just having the body move up the wall and animating the legs and arms separately. As you can see in that video, sometimes one will have to hook the heel of their foot on a hold to distribute their body weight, or layback pulling real hard on a hold to stabilize themselves before going for their next move.
I apologize for the minimal amount of knowledge that I have on this subject. I am also not sure if what I want to achieve is really even possible, however, I wanted to get the opinion of those that would know much better than I would, in order to at least figure out my trajectory and how I should go about accomplishing this idea. I have been unable to find anything substantial that would push me in the right direction to achieve something like this. Thank you much.
Answer by Kiloblargh · Jul 24, 2013 at 07:58 PM
Not really a question there. More suitable for discussion on the Scripting section of the forum than Unity Answers.
Obviously, your entire game concept revolves around you programming something that does does not exist now. It is not an issue of animation or animations. You will have to animate the character procedurally using your own implementation of physics.
I'll say that again: This is not an animation problem. It is a programming problem. I would advise against taking on a difficult and original programming problem if you don't already have at least two finished, published games for which you did all the scripting. Do a game where the programming is minimal and already well know how to do, and solve creative problems.
Or make a game that is somehow an abstract adaptation of the sequential puzzle solving required in bouldering rather than a literal sim. I'm all for procedural everything, it's the way games are going and I think you should make this game you have in mind, just save it for later.
Brilliant, thank you much for the response, and the clarified direction regarding this being predo$$anonymous$$antly a program$$anonymous$$g problem. I greatly appreciate your advice and your position. I had a feeling this was a rather ambitious early proposal.