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Kiaran Ritchie
7,085 posts
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Kiaran Ritchie
@kiaran_ritchie
Robotics / Animation / Tools Engineer, ex Principal Animation Programmer at @EpicGames, author, game developer.
Canada
Date d'inscription : July 2017
499
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7,618
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  • user avatar
    Kiaran Ritchie
    @kiaran_ritchie
    7 mai 2024
    Répondre à @tim_cook
    The symbolism of indiscriminately crushing beautiful creative tools is an interesting choice.
    1M
  • user avatar
    Kiaran Ritchie
    @kiaran_ritchie
    9 janv. 2024
    Répondre à @Johnie
    It's gone sentient and started having a long distance love affair with my wifi connected stove.
    517K
  • user avatar
    Kiaran Ritchie
    @kiaran_ritchie
    16 juil. 2024
    Hear me out: A game where you play a gnome wizard commanding a massive iron golem that you can clamber over for safety, repairs, or to reach high places.
    user avatar
    80 LEVEL
    @80Level
    16 juil. 2024
    Game Developer @Toyojiro3619 showcased a new Unreal Engine 5-made mechanic that lets one climb giant characters, Shadow of the Colossus-style. More demos here: 80.lv/articles/shado… #unrealengine5 #ue5 #unrealengine #gamedev #indiedev #gamedevelopment
    00:00
    76K
  • user avatar
    Kiaran Ritchie
    @kiaran_ritchie
    23 juil. 2025
    While we're on the topic of "impossible to build videogame styles"... I've always thought 1970s gouache watercolor concept paintings would look amazing in motion. (midjourney)
    00:00
    139K
  • user avatar
    Kiaran Ritchie
    @kiaran_ritchie
    5 avr. 2024
    What is this rendering style and has anyone ever tried to do it in a videogame?
    176K
  • user avatar
    Kiaran Ritchie
    @kiaran_ritchie
    14 mai 2025
    #UnrealEngine5.6 has a "Locomotor" plugin which provides a new #ControlRig node for procedural locomotion. It takes a target position as input, and outputs an array of feet transforms which animate over time to step towards the goal location. Pelvis motion is also generated.
    00:00
    207K
  • user avatar
    Kiaran Ritchie
    @kiaran_ritchie
    15 nov. 2025
    This is procedural animation in #UnrealEngine 5.7, using a Control Rig running a Locomotor to generate footsteps, and the new Control Rig physics to drive the pose to the target step locations.
    00:00
    115K
  • user avatar
    Kiaran Ritchie
    @kiaran_ritchie
    22 avr. 2025
    Répondre à @elonmusk
    This assumes centrism is most closely aligned with reality. Which may or may not be the case. I say, stick to optimizing for truth and let the politics fall where they may.
    45K
  • user avatar
    Kiaran Ritchie
    @kiaran_ritchie
    20 août 2025
    Répondre à @birdabo
    The meme never fails
    40K
  • user avatar
    Kiaran Ritchie
    @kiaran_ritchie
    20 févr. 2025
    You should follow Industria 2 because... look at it. But also: This is your daily reminder that non-linear step frequency and movement speed is a huge underrated boost to animation fidelity. Real creatures don't smoothly glide around like an Unreal capsule; they lurch, bump
    user avatar
    INDUSTRIA 2
    @INDUSTRIA_game
    20 févr. 2025
    new animations for our enemies🚶 added stumbles, proper foot placement and more dynamic attack swings!
    00:00
    58K
  • user avatar
    Kiaran Ritchie
    @kiaran_ritchie
    24 oct. 2025
    Locomotor is great for huge characters because it guarantees no foot sliding (which is 100x more noticeable on giants).
    user avatar
    鹿野護
    @zuga
    24 oct. 2025
    巨大な三本足のテスト。ドスンドスンとゆっくり追いかけてきます。足の制御はLocomotor。地面との衝突はLineTraceを使ってみました。 #GameDev #UE5
    00:00
    76K
  • user avatar
    Kiaran Ritchie
    @kiaran_ritchie
    5 août 2025
    Games need extremely precise control over the world model. I continue to believe we're headed towards a hybrid engine with traditionally simulated game state bolted to an AI rendering engine that will handle cosmetic VFX like footprints in the sand, cloth wrinkles etc.
    00:00
    166K
  • user avatar
    Kiaran Ritchie
    @kiaran_ritchie
    15 janv. 2025
    Répondre à @notch
    A custom engine is a luxury. I've released two indie games on Steam. One using a custom C++ engine, the second on Unity. Engine development became too costly and distracting to maintain.
    89K
  • user avatar
    Kiaran Ritchie
    @kiaran_ritchie
    22 mai 2025
    Répondre à @HashemGhaili
    52K

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