Voxel Animation Test: Walk Cycle

Here’s another animation test, this time the forward walk cycle. At the moment, the backward walk cycle is the same, just reversed, so no point in showing it now. Eventually I’ll animate a unique walk backwards with the character leaning away from the direction of travel.

So how does this work?

The high level view is that as previously mentioned, these are preprocessed frames of geometry, imported into UE4 as static meshes. The frames are stored in an array, and then a function loops through, swapping each mesh in and out with a bit of a delay in between.

Aesthetically, there’s still a bit of work to do here. For instance, as seen in the belt area there’s a bit of noise that needs touching up.

I am also not sure how I feel about the character’s proportions. I typically prefer a bit of a beefier style character, and to me his torso looks a little slim here.

As you can tell by the stationary floor pattern, the character isn’t actually going anywhere here; he’s just animating in place. Hooking this up as a controllable a character is a job and blog post for another day.

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