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Kiaran Ritchie
7,086 posts
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Kiaran Ritchie
@kiaran_ritchie
Robotics / Animation / Tools Engineer, ex Principal Animation Programmer at @EpicGames, author, game developer.
Canada
July 2017에 가입함
499
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7,618
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  • user avatar
    Kiaran Ritchie
    @kiaran_ritchie
    2024년 5월 7일
    @tim_cook 님에게 보내는 답글
    The symbolism of indiscriminately crushing beautiful creative tools is an interesting choice.
    1M
  • user avatar
    Kiaran Ritchie
    @kiaran_ritchie
    2024년 1월 9일
    @Johnie 님에게 보내는 답글
    It's gone sentient and started having a long distance love affair with my wifi connected stove.
    517K
  • user avatar
    Kiaran Ritchie
    @kiaran_ritchie
    2024년 7월 16일
    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
    2024년 7월 16일
    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
    75.8K
  • user avatar
    Kiaran Ritchie
    @kiaran_ritchie
    2025년 7월 23일
    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
    2024년 4월 5일
    What is this rendering style and has anyone ever tried to do it in a videogame?
    176K
  • user avatar
    Kiaran Ritchie
    @kiaran_ritchie
    2025년 5월 14일
    #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
    2025년 11월 15일
    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
    2025년 4월 22일
    @elonmusk 님에게 보내는 답글
    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.
    45.1K
  • user avatar
    Kiaran Ritchie
    @kiaran_ritchie
    2025년 8월 20일
    @birdabo 님에게 보내는 답글
    The meme never fails
    40.1K
  • user avatar
    Kiaran Ritchie
    @kiaran_ritchie
    2025년 2월 20일
    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
    2025년 2월 20일
    new animations for our enemies🚶 added stumbles, proper foot placement and more dynamic attack swings!
    00:00
    58.4K
  • user avatar
    Kiaran Ritchie
    @kiaran_ritchie
    2025년 10월 24일
    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
    2025년 10월 24일
    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
    76.1K
  • user avatar
    Kiaran Ritchie
    @kiaran_ritchie
    2025년 8월 5일
    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
    2025년 1월 15일
    @notch 님에게 보내는 답글
    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.
    88.8K
  • user avatar
    Kiaran Ritchie
    @kiaran_ritchie
    2025년 5월 22일
    @HashemGhaili 님에게 보내는 답글
    52.2K

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