Walking and Running on Uneven Terrain
summary
A Unity asset called the free Locomotion System automatically blends keyframed walk and run cycles and computes dynamic foot placement using inverse kinematics and raycasts, keeping animators in control of style while leaving character physics and controllers untouched. It works with as few as two animations, supports bipeds and quadrupeds, predicts footsteps each frame, and adds optional leaning. Measured cost is about 0.25 ms per biped and 0.55 ms per quadruped; it generally works well but can produce occasional leg crossing or knee-bend artifacts.
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chapters (16)
- 0:00Natural locomotion systems
- 2:28System requirements
- 6:36Leg controller setup
- 8:22Foot timing curves
- 11:19Blending movement directions
- 15:03Inverse kinematics
- 18:56Foot roll on uneven terrain
- 20:01Dynamic walk start/stop
- 21:26Animation style groups
- 23:12Jumping animations
- 24:57Performance optimization
- 28:10Character lean for realism
- 31:26Quadruped support
- 33:04Testing edge cases
- 35:19Licensing
- 36:27Q&A
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