Jump to content
  • Advertisement
tatar1nro

C# Unity3D: How we optimized Ragdoll animation of death

Recommended Posts

How we optimized Ragdoll animation of death in Unity

Or how easily to turn Ragdoll into AnimationClip.

b487e1e23144495daf3602ad0ff4f85b.png

Hello everyone. We are a small indie game studio called  Drunken Monday.
We’ve made recently a game on Unity3d where you run on the arena, rotate around yourself with the huge axe and try to hit other players. Good smash - good kill.

To make the death looks more realistic we used usual ragdoll animation based on physics. And everything was good… in the beginning.

When the number of the characters and calculations started growing, the game began working slowly and lagging on the old phones. Disabling all physics calculation gave us 50-60 fps and absolute smoothness. But we didn't want to refuse the cool ragdoll deaths of the characters.
 
One of the solutions was to force the animators to build a pack of death animations. But we’ve got a great idea to record a few ragdoll deaths directly in Unity and then just show the desired animation? Deaths will turn out to be diverse, there will no need to occupy animators, and the most important - everything will be fast, beautiful and realistic.

What we get:

0be4fedf8343481d8f1c74d0b9d8725b.gif

Implementation

The animation clip in the Unity is presented by the AnimationClip class, which contains array of AnimationCurve. AnimationCurve defines the curve for the changes of one particular property of a particular object, for example, the localPosition.x. Values change in the timeline are described by a number of Keyframe structures.

84c5a004b39744839d2a941890c823c0.png

The idea is simple: for the each property of the each character object we create an AnimationCurve and store the values of this property on the curve for the each frame. The generated AnimationClip is exported through  AssetDatabase.CreateAsset at the end.

Let's create the class AnimationRecorderItem to track the each character object. All properties of the monitored object will be described through the dictionary, where the keys are the name of the properties and the values are the animation curves.

Properties = new Dictionary<string, AnimationCurve> ();
 
Properties.Add ( "localPosition.x", new AnimationCurve () );
Properties.Add ( "localPosition.y", new AnimationCurve () );
Properties.Add ( "localPosition.z", new AnimationCurve () );
 
Properties.Add ( "localRotation.x", new AnimationCurve () );
Properties.Add ( "localRotation.y", new AnimationCurve () );
Properties.Add ( "localRotation.z", new AnimationCurve () );
Properties.Add ( "localRotation.w", new AnimationCurve () );
 
Properties.Add ( "localScale.x", new AnimationCurve () );
Properties.Add ( "localScale.y", new AnimationCurve () );
Properties.Add ( "localScale.z", new AnimationCurve () );

For the all object properties in the each frame will be set theirs current values:

Properties["localPosition.x"].AddKey (new Keyframe (time, _animObj.localPosition.x, 0.0f, 0.0f));
Properties["localPosition.y"].AddKey (new Keyframe (time, _animObj.localPosition.y, 0.0f, 0.0f));
Properties["localPosition.z"].AddKey (new Keyframe (time, _animObj.localPosition.z, 0.0f, 0.0f));
 
Properties["localRotation.x"].AddKey (new Keyframe (time, _animObj.localRotation.x, 0.0f, 0.0f));
Properties["localRotation.y"].AddKey (new Keyframe (time, _animObj.localRotation.y, 0.0f, 0.0f));
Properties["localRotation.z"].AddKey (new Keyframe (time, _animObj.localRotation.z, 0.0f, 0.0f));
Properties["localRotation.w"].AddKey (new Keyframe (time, _animObj.localRotation.w, 0.0f, 0.0f));
 
Properties["localScale.x"].AddKey (new Keyframe (time, _animObj.localScale.x, 0.0f, 0.0f));
Properties["localScale.y"].AddKey (new Keyframe (time, _animObj.localScale.y, 0.0f, 0.0f));
Properties["localScale.z"].AddKey (new Keyframe (time, _animObj.localScale.z, 0.0f, 0.0f));


But if you record all values for the each frame for the each property of the each object, the output file of the animation will turn out to be too large. Lets introduce the conditions for limiting the minimum changes in comparison with the previous frame. If the object has moved, increased and turned just a little bit, we will not record these changes.

Completed class: AnimationRecorderItem.cs


Also we have to create a manager class AnimationRecorder.

This script should be executed through the all children of the animated object and create an instance of AnimationRecorder for each of them.
And also immediately generate and remember relativePath under which it will be saved in AnimationClip.

According to the documentation,  relativePath is generated as follows:

Quote

Path to the game object this curve applies to. The relativePath is formatted similar to a pathname, e.g. "root/spine/leftArm". If relativePath is empty it refers to the game object the animation clip is attached to.


The code will look like:

private List<AnimationRecorderItem> _recorders;
 
void Start ()
{
    Configurate ();
}
 
void Configurate ()
{
    _recorders = new List<AnimationRecorderItem> ();
 
    var allTransforms = gameObject.GetComponentsInChildren< Transform > ();
    for ( int i = 0; i < allTransforms.Length; ++i )
    {
        string path = CreateRelativePathForObject ( transform, allTransforms [ i ] );
        _recorders.Add( new AnimationRecorderItem ( path, allTransforms [ i ] ) );
    }
}
 
private string CreateRelativePathForObject ( Transform root, Transform target )
{
    if ( target == root )
    {
        return string.Empty;
    }
 
    string name = target.name;
    Transform bufferTransform = target;
 
    while ( bufferTransform.parent != root )
    {
        name = string.Format ( "{0}/{1}", bufferTransform.parent.name, name );
        bufferTransform = bufferTransform.parent;
    }
    return name;
}

 

To calculate current animation time and record the properties values for the each frame:

private float _recordingTimer;
private bool _recording = false;
 
void Update ()
{
 
    if ( _recording )
    {
        for ( int i = 0; i < _recorders.Count; ++i )
        {
            _recorders [ i ].AddFrame ( _recordingTimer );
        }
        _recordingTimer += Time.deltaTime;
    }
}

 

But the  Update function is called quite often and recording the animation every frame is pretty redundant, so we limit the record. 30 fps should be enough for everyone. 
We will start recording by tapping on Spacebar.

private const float CAPTURING_INTERVAL = 1.0f / 30.0f;
 
private float _lastCapturedTime;
private float _recordingTimer;
private bool _recording = false;
 
void Update ()
{
    if ( Input.GetKeyDown ( KeyCode.Space ) && !_recording )
    {
        StartRecording ();
        return;
    }
 
    if ( _recording )
    {
        if (_recordingTimer==0.0f||_recordingTimer-_lastCapturedTime>=CAPTURING_INTERVAL)
        {
            for ( int i = 0; i < _recorders.Count; ++i )
            {
                _recorders [ i ].AddFrame ( _recordingTimer );
            }
            _lastCapturedTime = _recordingTimer;
        }
        _recordingTimer += Time.deltaTime;
    }
}
 
public void StartRecording ()
{
    Debug.Log ( "AnimationRecorder recording started" );
    _recording = true;
}


Let’s implement an animation export. We will create the AnimationClip instance and fill it with the collected values.

private void ExportAnimationClip ()
{
    AnimationClip clip = new AnimationClip ();
    for ( int i = 0; i < _recorders.Count; ++i )
    {
        Dictionary<string,AnimationCurve> propertiles = _recorders [ i ].Properties;
        for ( int j = 0; j < propertiles.Count; ++j )
        {
            string name = _recorders [ i ].PropertyName;
            string propery = propertiles.ElementAt ( j ).Key;
            var curve = propertiles.ElementAt ( j ).Value;
            clip.SetCurve ( name, typeof(Transform), propery, curve );
        }
    }
    clip.EnsureQuaternionContinuity ();
 
    string path = "Assets/" + gameObject.name + ".anim";
    AssetDatabase.CreateAsset ( clip, path );
    Debug.Log ( "AnimationRecorder saved to = " + path );
}


Completed class AnimationRecorder.cs

Finally, we will create the  AnimationRecorderRagdollHelper helper class, which function will stop the Animator on the animated object, turn on all collisions, give the object acceleration and start recording our animation. The end of the animation recording will be completed by ourselves. 
To avoid some artifacts due to scene loading and the initialization of various objects, script will start working with the specified delay.
 

Completed class <b>AnimationRecorderRagdollHelper.cs
  
That's all, we add AnimationRecorderRagdollHelper on our character, set the impact force, then start the scene - and watch how the character cheerfully fly around the scene.
When the cold corpse freezes on the ground - press Spacebar. 

e3abe0da93de49199428861d8900c607.gif

 

The script will exports our animation to the root of the project.

001d0ca5d99d44638bcf44758fb23f37.png

 

RecklessFickleBarracuda.gif


https://gfycat.com/RecklessFickleBarracuda

 

We recorded 4-5 animations for each character in this way and switch on them randomly at the character death.
 
P. S. Or not quite randomly.
Our game is multiplayer, physics is calculated on the server and the vector of impact comes to us. So we select the necessary animation based on vector which comes to us from the server, simply looking for the closest vector which the animation was recorded.
 
Links:
Project on a GitHub

" rel="external nofollow">A video of the game on YouTube with some deaths

Slash Arena: Online ( Facebook )

Slash Arena: Online ( Steam )

 

Edited by tatar1nro

Share this post


Link to post
Share on other sites
Advertisement

Create an account or sign in to comment

You need to be a member in order to leave a comment

Create an account

Sign up for a new account in our community. It's easy!

Register a new account

Sign in

Already have an account? Sign in here.

Sign In Now

  • Advertisement
  • Advertisement
  • Popular Tags

  • Similar Content

    • By plz717
      Hello, everyone! I hope my problem isn't too 'beginnerish'. I'm doing research on motion synthesis now, trying to implement the Deep Mimic paper (DeepMimic) by BINPENG XUE, in this paper, I need to first retarget character A's motion to another character B to make the reference motion clips for character B, since we don't have character B‘s reference motion. The most important thing is that in the paper, the author copied character A's joint's rotation with respective to joint's local coordinate system (not the parent) to character B. In my personal understanding, the joint's rotation with respective to joint's local coordinate system is something like that in the attached photo, where for the Elbow joint, i need to get the Elbow's rotation in the elbow's local coordinate system (i'm very grateful for you to share your ideas if i have misunderstanding about it 🙂)
      I have searched many materials on the internet about how to extract the local joint's information from FBX, the most relative one i found is the pivot rotation( and geometric transformation, object offset transformation). I'm a beginner in computer graphics, and i'm confused about whether the pivot rotation( or geometric transformation, object offset transformation) is exactly the joint's local rotation i'm seeking? I hope someone that have any ideas can help me, I'd be very grateful for any pointers in the right direction. Thanks in advance! 

    • By Alexander_Vovk
      Hello Guys!
      Please share your experience, where is it better to find sales manager  specialists for indie team of 6 + people(remotely)?
      Maybe someone has a good experience of cooperation with finding projects through sale managers(USA and Canada)?
      Thank you
      Best Regards
      Alex Vovk
      Co-Founder of Sixteen Squares
      Alexander_Vovk@outlook.com
       
    • By RoKabium Games
      Been a bit quiet recently, but we've been busy bug fixing and tweaking things... Now we have lots more 'Particle effects' in the game, specifically here the Flamethrower and Enemy attacks!
    • By JoshuaFraser
      Hi and thanks for reading, I have an issue with this reactive crosshair script, everything works fine until I start changing the offset. Give the script a go and you will see what I mean, when I do SetOffset(0f); it doesnt always set back to the origional state, if anyone can spot a fix I'd be super appreciative!
      using System.Collections; using System.Collections.Generic; using UnityEngine; public class ReactiveCrosshair : MonoBehaviour { [SerializeField] GameObject c_limb_prefab; private float center_offset = 0f; private float current_offset = 0f; private float max_offset = .5f; private int number_of_limbs = 4; private float limb_length = .05f; private float limb_width = .005f; private List<GameObject> c_limbs = new List<GameObject>(); public void SetupCrosshair(){ for (int i = 0; i < number_of_limbs; i++) { GameObject line_go = (GameObject)Instantiate (c_limb_prefab); line_go.transform.SetParent (this.transform); Vector3 limb_pos = new Vector3 (0f,0f,0f); //line_go.transform.position = limb_pos; line_go.transform.localPosition = limb_pos; LineRenderer line = line_go.GetComponent<LineRenderer>(); line.startWidth = limb_width; line.positionCount = 2; line.SetPosition (0, line_go.transform.localPosition + new Vector3(center_offset, 0f, 0f)); line.SetPosition (1, line_go.transform.localPosition + new Vector3(center_offset + limb_length, 0f, 0f)); line.useWorldSpace = false; c_limbs.Add(line_go.gameObject); } if (c_limbs != null) { OrientLimbs (); SetOffset (0f); } } public void OrientLimbs(){ for (int i = 0; i < c_limbs.Count; i++) { float rotation_step = 360f / (float)c_limbs.Count; c_limbs [i].transform.RotateAround (c_limbs[i].transform.position, c_limbs[i].transform.forward, 90f + (rotation_step * (float)i)); } } public void SetOffset(float _current_spread){ float offset = Mathf.Lerp (0f, max_offset, _current_spread); for (int i = 0; i < number_of_limbs; i++) { if (offset > current_offset) { Vector3 pos = c_limbs [i].transform.position + (c_limbs [i].transform.TransformDirection (Vector3.right) * offset); c_limbs [i].transform.position = pos; } if (offset < current_offset) { Vector3 pos = c_limbs [i].transform.position - (c_limbs [i].transform.TransformDirection (Vector3.right) * offset); c_limbs [i].transform.position = pos; } } Debug.Log ("SetOffset() offset: " + offset.ToString () + " _current_spread: " + _current_spread.ToString() + " localPos: " + c_limbs[1].transform.localPosition); current_offset = offset; } }  
    • By Erik Nivala
      So, as the title says i am trying to figure out a good way sync all that information with other players in Unity. My problem is that i can't come up with a good solution since i am used to creating classes for everything e.g. attachments are its own class and then the weapon would save a reference to that attachment. But since you can't send custom classes over [Command] & [ClientRPC] i am a little stuck. A solution for this would be giving each attachment for a slot a unique ID and then passing the ID to other player but i feel like that is very error prone if other ppl add a new attachment or the IDs get mixed up.
      Is there a "standard" way that this is usually done that i am missing?
      I am fairly new to programming so any help is appreciated!
    • By MintyLyton
      I'm looking for any team / people that need a programmer for their project. I'm looking to expand my portfolio which you can see Here. I'm more experienced with Unity but I can spend the time to learn new Engines if that's your preference. I have worked on Unreal Engine 4 before but I might take some time to re-learn it, if the project requires it. Feel free to DM here or use the contact info on my website. 
    • By owenjr
      Hi, I'm a Multimedia Engineering student. I am about to finish my dergree and I'm already thinking about what topic to cover in my final college project.
      I'm interested in the procedural animation with c++ and OpenGL of creatures, something like a spider for example. Can someone tell me what are the issues I should investigate to carry it out? I understand that it has some dependence on artificial intelligence but I do not know to what extent. Can someone help me to find information about it? Thank you very much.
       
      Examples: 
      - Procedural multi-legged walking animation
      - Procedural Locomotion of Multi-Legged Characters in Dynamic Environments
    • By Woody Stevens
      Hi,
       
      I am looking for a TCP or HTTP networking library similar to Lidgren (UDP).
       
      This is primarily for sending game map data and potentially other large messages from Server to Client.
       
      I do want to keep Lidgren for my chat messages, player position, small fast updates etc. I especially love the flow of data and the library usage in general, so any libraries of a similar style would be excellent. Preferably something open source, free and reliable.
      I also must be able to swap between localhost and an ip address with ease, like Lidgren, as I run a server for singleplayer/mp/lan.
       
      My game maps are similar to minecraft, but it is 2d and only one Z-level, so i'm sending a jagged array of Tile object data (currently only enum TileID.Grass) down the pipe to the Client. Problem is if i'm sending a large map 1024 x 1024 tiles down the to client that's quite a lot of data, and Lidgren is relatively slow to build the writes (before the message is even sent!). It is fine when i'm using smaller maps < 512 x 512 ( xTiles * yTiles ).

      I know about chunking and will look into implementing this later, whilst taking into account the user's position in the world to only send nearby chunks.
       
      An example of my code that can be slow:
      private void WriteWorld(NetOutgoingMessage outgoing) { try { var world = WorldManager.Instance.CurrentWorld; outgoing.Write(world.XTiles); outgoing.Write(world.YTiles); for (int x = 0; x < world.XTiles; x++) { for (int y = 0; y < world.YTiles; y++) { // Write Tile obj data outgoing.Write((int)world.Tiles[x][y]); // <-------- Slow here when xTiles and yTiles are each > 512 ! } } } catch (Exception ex) { // log send error } }  
      I'd love to hear from you guys, especially if any of you have come across a similar challenge.
    • By ethancodes
      I'm working on a system for my game that will allow the player to stack pick ups in a queue. As one pick up expires, the next automatically activates. I'm having an issue though where if I pick up the first one, it activates fine, but if i pick up a second directly after it, it overrides the first one, activates the second one, and then once it has run it's course, everything goes back to normal gameplay, no first pick up. I'm not sure why this is happening. Hopefully someone can spot what I'm doing wrong in my code.
      Here is the code for the pick up manager:
      // Update is called once per frame void Update () { if (pickUpQueue.Count != 0 && !pickUpActive) { pickUpActive = true; pickUpQueue[0].ActivatePickUp(); } DeactivatePickUp(); } void DeactivatePickUp () { if (pickUpQueue.Count != 0 && pickUpActive) { Destroy (pickUpQueue [0]); pickUpQueue.RemoveAt (0); pickUpActive = false; } } And here is the PickUp:
      public override void ActivatePickUp () { ball.GetComponent<Ball>().Speed = 2.0f; //increase ball speed... ball.GetComponent<Ball>().StartCoroutine(timer); //...set time that power up is active }  
      There is also a Base Pick Up:
      public void OnCollisionEnter2D (Collision2D collision) { Vector2 tweak = new Vector2 (Random.Range(0f, 0.2f),Random.Range(0f, 0.2f)); this.gameObject.GetComponent<Rigidbody2D>().velocity += tweak; //if the pickup makes contact with the paddle or ball.... if (collision.gameObject.tag == "Paddle" || collision.gameObject.tag == "Ball") { GameObject.FindObjectOfType<GameManager>().GetComponent<PickUpManager>().pickUpQueue.Add(this); Destroy(gameObject); //...and finally destroy power up object } } As a side note, I am trying to find a solution to this that will work for all of my pickups. Some pickups are ammo based, some are timed. 
  • Advertisement
  • Popular Now

  • Forum Statistics

    • Total Topics
      631393
    • Total Posts
      2999774
×

Important Information

By using GameDev.net, you agree to our community Guidelines, Terms of Use, and Privacy Policy.

Participate in the game development conversation and more when you create an account on GameDev.net!

Sign me up!