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Full Version: What real-time procedural animation pipelines balance control and automation?
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I'm a junior technical artist at a small game studio, and I've been tasked with researching and prototyping procedural animation systems for environmental elements like swaying trees, flowing cloth on flags, and simple creature locomotion to reduce manual keyframing. I have a basic understanding of Houdini and Unity, but I'm overwhelmed by the different approaches—physics simulations, noise-driven vertex shaders, or bone-driven systems. For artists or tech animators experienced in this area, what are the most efficient pipelines and tools for creating believable, performant procedural animation in a real-time engine? How do you balance control and automation, and what are the key considerations for setting up a system that level designers can tweak without needing to dive into the underlying code or simulations?