Replying to @JimoarGaming @MckKirk
I’ll give it a look!
I personally think that a mix of procedural animation driven by limited keyframed inputs is the winner.
But man - feet are so hard.
Ideally you have 3 points of contact - angle, pad, and toe - but which one takes priority as the driving force can change on the situation to easily.
Walking up stairs is likely more ‘pad - toe - ankle’, while regular walking is ‘ankle - pad - toe’ - so where the transition goes in you’re literally reversing the hierarchy of importance.
And if you want to TURN on a step? Or jump? Or run? Crouch? The entire relationship between leg and pelvis changes - which alters the gravity, which alters the feet… so it becomes a chicken and egg situation. :D
Interestingly if you take a look at early
Robotics, you can see the robots all squat. This is literally the problem we see here that they are trying to solve.
Back when Moses was more Teddy bear.
I did like this design - but just couldn't get the mouth to work in the cutscenes.
The new design honestly grew on me tho. :D
Apparently I stopped playing games in 1999.
Duke Nukem wasn’t so much the game -
But the BUILD engine.
Same with Quake - it wasn’t the game I loved - it was the editors!
All the others? They just got that good gravy.










