This is a Work in Progress(WIP) mod that I threw together that uses Inverse Kinematics at its core concept to build dynamic walking animations in the game.
So far this mod only includes a demo of a big 4-legged walker from a famous film series. (I will probably have to add some copyright disclaimer)
Roadmap
Unfortunately I was not able to finish my mod in time for the New Worlds Competition. But I will share my progress anyways. I still have a few plans for this mod:
- make it mountable! This is currently worked on. Should follow shortly!
- improve models. The big scale of the models allows for a lot of details. Currently textures are only placeholders
- ✅fix hitboxes. Currently the models suffer a lot of visual glitching which will probably fixed by setting the hitboxes of the models correctly. I will look into this next. (fixed in 0.1.3)
- make it fire! A machine of war with guns needs to be able to shoot at your foes. For this new projectiles are planned as well as a second seat in the cockpit with which a gunner will steer where to shoot.
- give it sound! A big leg should have some impact after moving.
- make the legs interact with its surroundings. I'm speaking of players being crushed by the legs or imprints leaved on the ground / foliage being destroyed.
How to make the demo work
Here the basic steps to run a demo
- First spawn a structured entity group by running
/ik spawn walkeras an OP (Notice: at this point most of the entities are clustered at your position) - You can let the walker run forwards from about your position with
/ik run. This is currently the only way to make the walker move. The main body will start moving into the direction your player model is facing and the legs will walk. 🤯 - to reset any spawned entity (especially one that are not working) run
/ik reset. This will remove any entity associated with this mod.
Images/demo vid
tbd

