Full-body first person prototype

I finished the full-body first person character prototype which uses a F.E.A.R.-style body subdivision. The lower part of the body is controlled by locomotion and the upper part by the rotation of the player view. With this method the hierarchically structured bones relevant for aiming are attached to the first person camera’s rotation. This allows the player to see the complete body of the character, even its shadows.

To test the physical behaviour, I enabled the character based colliders and implemented a punching mechanism based on Unreal’s content example animations. You can see the finished prototype in action in the video below:

 

The next step is to evaluate the pipeline for applying motion capture data to this full-body character. We examine the applicability of the low-cost motion capture system Noitom Perception Neuron for this scenario. Previously conducted experiments with a setup consisting of the Noitom Perception Neuron and Autodesk Motion Builder showed promising results.

 

The shown first person model mesh, its textures and animations are property of Epic Games Inc.
These assets are used solely for prototyping purposes and will be replaced during development.