Procedural Character Animation for Top-Down & Isometric Games (CAPX)

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This tutorial is licensed under CC BY 4.0. Please refer to the license text if you wish to reuse, share or remix the content contained within this tutorial.

Attached is an example of a procedurally animated character, which in this case means there is no traditional frame-by-frame animation and all motion is defined by events.

Note that the events are commented but this is not a full tutorial, so I can't promise anything is explained enough for a beginner to follow. With GDC looming I don't have time to write everything out just yet, unfortunately.

I only cover basic movement with an idle and run animation, but I don't think it would be too difficult to apply these concepts to a combat moveset. If anyone wants to take a crack at it before I find the time myself, please share!

C2 release 212.2 or later required to open.



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