Procedural Leg Animation

Project Breakdown

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  • Platform: PC (no build)
  • Engine: Unity
  • Duration: 3 months

Brief

A fully procedural stepping system for insect/robot-like legs in Unity 6. Legs are split into two groups (A/B) and compute a priority score based on distance to their target; when a group’s total overtakes the other and individual leg priority exceeds a threshold, those legs step—no baked animations.

Project Goals

Build a prototype that shows the viability of a procedural leg locomotion: clear group coordination, stable foot placement, and responsive stepping logic. A system that is suitable for a future IK integration in another game.

Key Features

1. Priority-Based Stepping

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Legs compute distance-based priority toward a moving target, shown by the white sphere, the predicted target and a red line, distance to target; high-priority legs are candidates to step.

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Two leg groups (A/B) compete via summed priorities; the leading group triggers steps for its eligible legs.

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Fully procedural, no baked animations, tuned for responsiveness and future IK foot placement.

2. Live Demo

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Prototype shown with cube legs; IK rigging is planned next to improve realism and foot placement.

How it works video