Hi Peter, thank you for the question. Yes iStep typically works with any custom character controller :). The only requirements are that your character is imported as type humanoid and that you activate IK pass in the AnimatorController :). Best regards, Kreshi.
@@hoax-games thank you, Kreshi, for answering so fast! It sure seems to be an excellent addition to that asset. I'll consider buying it for my studio 😀
Hi, thank you for the question. No, iStep does not require Animation Rigging because it makes use of Unitys integrated humanoid rig and computes it's own IKs :). While this restricts iStep to work for humanoid 3D characters only, it makes it much easier to integrate for your custom character controllers ;). iStep can be used together with Animation Rigging though, there is a separate TH-cam tutorial on this topic :). Best regards, Kreshi
@@hoax-games thanks for the reply, Im trying to achieve something similar to this to add to my own experience , adjusting the torsos position smoothly with respect to the feets position is where Im currently stuck at. Especially in stairs the collider just jumps up one step resulting in instant elevation. It does get a little tricky if youre not used to this kind of stuff :)
why did you compare with IK off? when you say you are next-gen, do you imply that your solution has visible improvement vs most IK tutorials outside? perhaps more care is given in your crafts? i can't see it through this video 0:10 when stepping up the orange platform, the model has both feet in the air, really not "next-gen" to me. can call it "quick solution to get IK" though if your product does save labour
Hi dicksonZero, thank you for your feedback. I respect your opinion, but I disagree. If the video is not sufficient enough to see what I called next-gen, you can try out the WebGL demo and see for yourself: istepunity.web.app/starter/ . In the demo you can adjust some parameters to adapt the behaviour to your liking :). Regarding the comparison between IK off and on, I think that's the best way to showcase what iStep does. Hope the answer is OK with you :). Best regards, Kreshi
Imo the behaviour for stairs looks a bit silly (who skips a step when going up and down stairs??), good IK is just not enough for situations like that, it's better to have an animation with smaller steps (a sped up walking animation would probably work as well) and have a basic ik model
Something that's just a "basic IK solution" would fail in a lot of edge-cases, especially stairs. Most major AAA third person games use advanced foot placement solutions nowadays. I recently compared iStep to GOWs foot placement solution (which is one of the best) and iStep wins. Of course there is the option to handle some special cases like stairs with separate animations and things like that in addition to a solid foot placement solution, however this will 1) interfere with gameplay because it will interfere with motion and 2) it will add an additional layer of complexity to level creation and therefore make your workflows harder and more error-prone. In any case you will need a solid and advanced foot placement solution like for example iStep if you aim for AAA-quality standards and your type of game would profit from good character foot and body placement :). Best regards, Kreshi
Yes iStep works with Invector out-of-the-box :). There is a video tutorial about Invector integration here: th-cam.com/video/6AoNeqyKoBE/w-d-xo.html&si=EnSIkaIECMiOmarE . Best regards, Kreshi
Hi! I am having a problem with iStep. I want to add this system to my project but i cant use the TwoBoneIKCOnstraint from the animation rigging package because iStep is controlling the foot ik. How could i integrate this? Maybe by using iStep functions? th-cam.com/video/L7pJKQvUqtE/w-d-xo.html&si=EnSIkaIECMiOmarE
Hi Fabian, for which bones or which functionality are you using your TwoBoneIKConstraint exactly? I made a video tutorial on Animation Rigging Integration here: th-cam.com/video/KGn3csXMEms/w-d-xo.html :). Hope this helps! Best regards, Kreshi
I see. Integrating this use-case could be either very difficult or very easy xD. I have to look into it in detail. Can you upload a sample scene with your scripts and send it to me via e-mail? My e-mail is: maishofen2@hotmail.com :). By the way - is there a reason you are doing this with custom scripts intead of using root-motion? Best regards, Kreshi
@@hoax-games Alright Kreshi, thank you for you help! I will send you my demo project as soon as possible. I am working on a multiplayer game where root motion makes a lot of thinks more complex. I think the solution is to use the custom IK functions of iStep instead of Animation Rigging.
I could have compared it to competitive solutions but I didn't want to discredit anyone so I chose to show it off this way :). However I can make a comparison video of iSteps foot placement solution next to other AAA games - this would be a fair comparison without discrediting anyone I guess. Would you like to see something like that? Best regards, Kreshi
Hi Hitin, iStep has almost 1200 lines of executeable code (~2500 lines of professionally written code) of which most of is very advanced math, algorithmic and edge-case handling. However these are only numbers and the real power of iStep is not lines of code, but its worldclass algorithmic quality which handles the precise and smooth foot placement :). Best regards, Kreshi
Hmm, I await your GitHub link to your code with interest, seeing as it would take only a half hour to knock up. TH-cam doesn't allow links anymore, but you could upload a link via a screenshot posted as a short video clip to your channel, and just inform us here.
thats cool, next move -> having the "slope-based leaning" auto adjust to the weight of the player ;)
I'd imagine you could easily script that in
It's called inverse kinematics
This is how character controller should be on of the best ever!
Impressive ♥♥
Pretty cool! I'm assuming this works with any character controller? I have my own solution for that, might consider buying this later
Hi Peter, thank you for the question. Yes iStep typically works with any custom character controller :). The only requirements are that your character is imported as type humanoid and that you activate IK pass in the AnimatorController :). Best regards, Kreshi.
@@hoax-games Gotcha, thank you! :)
But does it support non-humanoid models?
Hello SkylorBeck, iStep has been designed specifically for humanoid characters and therefore doesn't support non-humanoid models. Best regards, Kreshi
you need to implement FABRIC for each leg.
Does this also work with the ROG Camera & controllers asset from John Stairs?
Hi, thank you for the question. Yes it does work with John Stairs RPG cameras & controllers :). Best regards, Kreshi
@@hoax-games thank you, Kreshi, for answering so fast! It sure seems to be an excellent addition to that asset. I'll consider buying it for my studio 😀
nice IK :)
thank you very much :). Best regards, Kreshi
Cool , did you use unity's animation rigging package in this?
Hi, thank you for the question. No, iStep does not require Animation Rigging because it makes use of Unitys integrated humanoid rig and computes it's own IKs :). While this restricts iStep to work for humanoid 3D characters only, it makes it much easier to integrate for your custom character controllers ;). iStep can be used together with Animation Rigging though, there is a separate TH-cam tutorial on this topic :). Best regards, Kreshi
@@hoax-games thanks for the reply, Im trying to achieve something similar to this to add to my own experience , adjusting the torsos position smoothly with respect to the feets position is where Im currently stuck at. Especially in stairs the collider just jumps up one step resulting in instant elevation. It does get a little tricky if youre not used to this kind of stuff :)
@@user-ju1qx5en4o I think in doing so you will learn a lot! :) All the best with your project! Best regards, Kreshi
Not perfect but a hell of an improvement.
Thanks :). Best regards, Kreshi
speechless
wow
Does it work in 2D?
no it does not support 2D. only 3D meshes and 3D humanoid characters :). Best regards, Kreshi
this thing made me think unity doesn't have what it takes to complete their engine given how wealthy they 're..
There could be some cases where people don’t want IK I think?
why did you compare with IK off? when you say you are next-gen, do you imply that your solution has visible improvement vs most IK tutorials outside? perhaps more care is given in your crafts? i can't see it through this video
0:10 when stepping up the orange platform, the model has both feet in the air, really not "next-gen" to me. can call it "quick solution to get IK" though if your product does save labour
Hi dicksonZero, thank you for your feedback. I respect your opinion, but I disagree. If the video is not sufficient enough to see what I called next-gen, you can try out the WebGL demo and see for yourself: istepunity.web.app/starter/ . In the demo you can adjust some parameters to adapt the behaviour to your liking :). Regarding the comparison between IK off and on, I think that's the best way to showcase what iStep does. Hope the answer is OK with you :). Best regards, Kreshi
Imo the behaviour for stairs looks a bit silly (who skips a step when going up and down stairs??), good IK is just not enough for situations like that, it's better to have an animation with smaller steps (a sped up walking animation would probably work as well) and have a basic ik model
Something that's just a "basic IK solution" would fail in a lot of edge-cases, especially stairs. Most major AAA third person games use advanced foot placement solutions nowadays. I recently compared iStep to GOWs foot placement solution (which is one of the best) and iStep wins. Of course there is the option to handle some special cases like stairs with separate animations and things like that in addition to a solid foot placement solution, however this will 1) interfere with gameplay because it will interfere with motion and 2) it will add an additional layer of complexity to level creation and therefore make your workflows harder and more error-prone. In any case you will need a solid and advanced foot placement solution like for example iStep if you aim for AAA-quality standards and your type of game would profit from good character foot and body placement :). Best regards, Kreshi
Those are some sloppy ankles
Can I do that in godot?
iStep is currently only available for Unity :). Best regards, Kreshi
Hy does it work with invector??
Yes iStep works with Invector out-of-the-box :). There is a video tutorial about Invector integration here: th-cam.com/video/6AoNeqyKoBE/w-d-xo.html&si=EnSIkaIECMiOmarE . Best regards, Kreshi
Thans a lot bro
@@ahmadcreations3197 You are welcome :)
Looks cool, but deeeefinitely not next gen.
The foot placement definitely is ;). Did you check out the WebGL demo? istepunity.web.app/starter/ .Best regards, Kreshi.
Hi! I am having a problem with iStep. I want to add this system to my project but i cant use the TwoBoneIKCOnstraint from the animation rigging package because iStep is controlling the foot ik. How could i integrate this? Maybe by using iStep functions?
th-cam.com/video/L7pJKQvUqtE/w-d-xo.html&si=EnSIkaIECMiOmarE
Hi Fabian, for which bones or which functionality are you using your TwoBoneIKConstraint exactly? I made a video tutorial on Animation Rigging Integration here: th-cam.com/video/KGn3csXMEms/w-d-xo.html :). Hope this helps! Best regards, Kreshi
@@hoax-games Like in the video i sent you. Locking the left and right foot for good looking movement stops.
I see. Integrating this use-case could be either very difficult or very easy xD. I have to look into it in detail. Can you upload a sample scene with your scripts and send it to me via e-mail? My e-mail is: maishofen2@hotmail.com :). By the way - is there a reason you are doing this with custom scripts intead of using root-motion? Best regards, Kreshi
@@hoax-games Alright Kreshi, thank you for you help! I will send you my demo project as soon as possible. I am working on a multiplayer game where root motion makes a lot of thinks more complex. I think the solution is to use the custom IK functions of iStep instead of Animation Rigging.
I provided you a very complete answer by e-mail :). Hope it will help you ^^.
That's not cool to compare your IK solution against disabled IK and call this "Next-Gen"
I could have compared it to competitive solutions but I didn't want to discredit anyone so I chose to show it off this way :). However I can make a comparison video of iSteps foot placement solution next to other AAA games - this would be a fair comparison without discrediting anyone I guess. Would you like to see something like that? Best regards, Kreshi
mm
this can be achieved in half an hour without any assets. this is pointless
I really want to see how you do that in half hour
Hi Hitin, iStep has almost 1200 lines of executeable code (~2500 lines of professionally written code) of which most of is very advanced math, algorithmic and edge-case handling. However these are only numbers and the real power of iStep is not lines of code, but its worldclass algorithmic quality which handles the precise and smooth foot placement :). Best regards, Kreshi
Hmm, I await your GitHub link to your code with interest, seeing as it would take only a half hour to knock up.
TH-cam doesn't allow links anymore, but you could upload a link via a screenshot posted as a short video clip to your channel, and just inform us here.
The feet Placement is quite easy but he would definitely have done more than the generic feet place ment we all do
@@gasa_king1297please provide a link to your GitHub where you done this in half an hour...