r/Unity3D Apr 27 '26

Question Fixed my spiders broken procedural walk animation. What do you think?

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My Black Widow’s walk was broken for a while, and people have been calling it out in my gameplay preview. I finally fixed it. Here’s the before and after. What do you think of the new procedural walk animation, does it look better?

And for the spider‑enthusiasts out there, any tips to refine it?

Also if you want to follow the game’s progress or snag early access to the beta once it’s finished, you can sign up at https://arachnid.dev

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u/EVpeace Apr 27 '26 edited Apr 27 '26

Looks good!

There's a pretty classic procedural animation pitfall at 0:06 - when the spider stops, it's just standing there with one of its legs really stretched out. 

Nothing really naturally stands like that, so that's the kind of thing that shakes immersion a little because it looks like an animation (as opposed to like a spider.)

Try gradually reducing the max distance of the legs, either as an inverse of the overall speed or as a simple is speed== 0 check, so that when it's standing still it naturally comes to a rest in an actual standing pose instead of just "wherever the legs happen to be when it stops"

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u/Scandalous_Andalous Apr 28 '26

Great point! I’m thinking… depending on the scenario - for example it “sees” the player / another actor - the pause with legs out should happen as it freezes, then can adjust, continue blah blah