This project focuses on implementing a procedural locomotion system for humanoid characters in Unreal Engine using a control rig. The goal is to create more dynamic and realistic character movement by predicting the feet's location based on the character's velocity and adjusting the positions of other body parts accordingly.
The procedural animation system calculates the character's velocity and uses it to determine the appropriate placement of the feet. By analyzing the change in velocity, the system can adapt the movement of the legs, torso, and other body parts to maintain balance and create smooth, natural-looking motion.
In addition to the basic locomotion, the project includes the implementation of stair motion, allowing the character to navigate up and down stairs seamlessly. This enhances the versatility of the procedural animation system and demonstrates its ability to handle various terrain types.
The project is built upon the knowledge gained from the Udemy course "Procedural Animation" (https://www.udemy.com/course/procedural-animation). The course provided valuable insights and techniques that were applied and expanded upon in this project.
By leveraging the power of procedural animation and control rigs, this project aims to create more immersive and believable character movement, reducing the reliance on pre-recorded animations and enabling characters to adapt to different environments dynamically.