It blows my mind just how much this improves how a game looks and feels. Imagining my favorite games reworked with this animation technique makes me drool.
This is insanely useful, I was trying ver hard to understand and study many of the locomotion-related topic without much knowledge. And this video is by far the most informational and easy to understand for me.
It looks super natural and realistic and I wonder with future integrations and maybe some clever tricks, if you could apply a lighter version of this to live players and their models.
This is an awesome work, but there is some issues when the character locomotion gets a bullet, it's like the locomotion stop working correctly. So sadly, it needs to be polished.
It’s not used in any manner that requires an understanding of the specific units used. Substitute meters for the purposes of this talk if that helps you not be distracted.
@@iamarugin Imperial units aren't being used in a manner in which understanding their length matters. It is used as an arbitrary stand-in for units. It wasn't critical to the knowledge in this video to know how long a foot is, or a meter, or even a rod. For the purposes of this video, you can literally substitute the term units in your head when he says feet. You understand this as shown by both your first and second post here.
The Source Engine uses feet as it's base unit of scale (approximately), so it would be odd to give a conversion of an engine unit -> approximate feet -> approximate meter.
last time we saw Half-Life at siggraph we all got free tvs
i got that reference..
Fascinating, thank you so much for sharing your team's work Joe. And congratulations on an incredible game.
That tiny webcam is hilarious
It blows my mind just how much this improves how a game looks and feels. Imagining my favorite games reworked with this animation technique makes me drool.
best game-footplacement-system by far !
I've never coded or done any work related to a game, but it's always amazing to see how my favorite games work! Thank you for this upload.
This was a really interesting watch, thanks for sharing!
Nice
Valve, as always - is rising the bar!
Valve is the bar, at least for long lasting unique game engines that run even on a toaster, and look way too good for how easy they are to run..
This is insanely useful, I was trying ver hard to understand and study many of the locomotion-related topic without much knowledge. And this video is by far the most informational and easy to understand for me.
i just noticed there was a face cam on the top right lol
I had always wondered, animations in half life Alyx were too detailed to be baked, every grunt reacts differently to gun shots etc...
Whoa… we need more videos like this👍👍👍
It looks super natural and realistic and I wonder with future integrations and maybe some clever tricks, if you could apply a lighter version of this to live players and their models.
Counter-Strike
Amazing work, thank you for sharing!
This is an awesome work, but there is some issues when the character locomotion gets a bullet, it's like the locomotion stop working correctly.
So sadly, it needs to be polished.
I don;t know why TH-cam recommended this to me. But man is this interesting.
Perfect video to watch/listen to while doing exercise
You're able to focus on this video while exercising?
thanks for the comprehensive video Joe!
Amazing stuff!
most of them work thanks, keep it up bro
this is good info but how did i end up here
So fucking cool
Motion matching pretty much
Good talk, but please remember, almost noone in the world understands imperial system.
It’s not used in any manner that requires an understanding of the specific units used. Substitute meters for the purposes of this talk if that helps you not be distracted.
@@busomite what are you talking about? Then just "units" can be used if the problem is in distraction.
@@iamarugin Imperial units aren't being used in a manner in which understanding their length matters. It is used as an arbitrary stand-in for units. It wasn't critical to the knowledge in this video to know how long a foot is, or a meter, or even a rod. For the purposes of this video, you can literally substitute the term units in your head when he says feet. You understand this as shown by both your first and second post here.
The Source Engine uses feet as it's base unit of scale (approximately), so it would be odd to give a conversion of an engine unit -> approximate feet -> approximate meter.