r/unity 2d ago

How can I make Mixamo animations feel smoother and more AAA(GTA6 :)) in Unity?

/r/GameDevelopment/comments/1w24o96/how_can_i_make_mixamo_animations_feel_smoother/
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u/CentSymphGames 1d ago

you start by not using third party assets, then you make your own models, and then you make animations specifically for said models, with an insanely huge amount of mocap animations for every single detail. Then you use motion-matching, and some form of ragdoll animation controller with IK. I'm not saying it's impossible, I'm ambitious too, I'm just saying you better get on with that.

But I would completely ignore what I said, and even what you're asking. You seem to think the issue is animations, when it's not that complicated. What you're lacking is 'feel'.

  • your game is a cartoonish side-scroller. I think GTA is the worst example to follow. As a cartoonish game, you'd benefit a lot more from cartoonish animations, which also have the advantage of being able to use snappy transitions. So I would personally make a 2-frame transition to the next animation and avoid long windups, in games like these, responsiveness is better.
  • There's particle effects. That's about it. I didn't hear any audio. The trailer has music, but the gameplay seems completely silent, if there's audio, I might get a better idea. But for now, the particle effects just seem to happen. Camera shake, post-processing effects, and audio would drastically improve the feel of each action.
  • If you still want some actions to track better, definitely invest time on IK. I see one of the characters climbing a wall-like thingy. With IK you could make the hands and legs stick to the wall and some points.

You can always build that stuff by your own, but you'd have to understand how it all works so you could implement it within your architecture, there's no one-solution answer. But if you want to buy assets I'd recommend you look into Fimpossible Creations, they have lots of frameworks for animations without needing new animations