I'm only experienced in game maker and 2d games but all i would do increase the frame rate that the animation plays back at based on how high your characters velocity is at.The most basic example of this would be to look at the old Mario games. Mario only has 3 running frames and they just play back faster based on Mario's speed.I'm facing a bit of a challenge with character animation/motion. I'm not sure I'm articulating the problem properly, so that's possibly making it difficult to google solutions. But it feels like something that's a common problem.
Basically my character's root motion is controlled by custom code, not by the animation files. So it moves at velocities that are under code control.
But I need to sync the walking and running animation so the feet move believably with the speed of the character.
I've tried the simple approach of modifying the animation speed to match, and while it looks good at the top speed of the character, at lower speeds the character still 'skates' around.
I'm not an animation person, but I guess one could go into an art package and create custom animations to match my character speeds at various points and blend them together.
But is there an alternative? For example are there any procedural animation systems - for Unity specifically - that can take a desired velocity and generate an appropriate foot/leg animation for a bipedal character? I guess my ideal solution is some kind of parameterised procedural bipedal animation system that takes the current character speed as one input and magically moves the feet legs in a desirable way. I bought the Final IK plugin for Unity, but I'm not really sure now that it addresses this particular class of problem...
Any thoughts or pointers would be really appreciated :)
Another option would be to have 2 serperate animations one walking and one running and then swap them when your characters velocity hits a certain point. You could prolly do a bit of both methods even.
Don't get too caught up about sliding feet though. It just needs to be pretty close for it to not look wierd and i find feet slipping forward is less noticeable than slipping backwards. A lot of great games have some slight slidey feet going on lol.
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