作者展示了利用AI辅助构建实时物理驱动角色运动系统的流程,为独立开发者提供了节省动画制作时间的可行路径。
AI can now help build some pretty complex character movement systems for games. And this one took just two days.
Developer Julien Martorell used Fable 5.2 to create this little two-legged robot that looks a bit like a mechanical ostrich.
It can walk, run, gallop, and move around a desert environment. In the video, he's actually controlling it with a PS5 controller.
Here's the really interesting part: there are no pre-made animations. Every movement is calculated in real time through code.
The tricky part was getting it to move naturally. Its feet need to land properly, its body needs to stay balanced, and its head and neck can actively look around.
He even ran hundreds of movement simulations to figure out where the creature might trip or fall, then kept refining the system.
The project started as a Three.js prototype before moving to Unreal Engine 5.8, where he added player controls.
I think this has huge potential for indie game development.
Traditionally, character animation takes a lot of work. You need walking, running, turning, stopping, and all the transitions between those actions.
Imagine having AI help you build the movement rules instead, so characters can adjust naturally to terrain, speed, and player input.
That could save smaller developers a ton of time.
And here's what I'd really love to see next: using the same approach to create four-legged animals, robots, or completely imaginary creatures, each with their own way of moving.
I'd love to experiment with this in an indie game.
来源:Not In Your Feed · x.com