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robotgrapefruit.bsky.social
robotgrapefruit
@robotgrapefruit.bsky.social
Game dev working on @awaddlefullife.bsky.social
He / him
pfp: @emmaembur.bsky.social
Long time no quack 🦆 Progress is slow, but I'm still doing important work on @awaddlefullife.bsky.social!

#screenshotsaturday #gamedev
June 21, 2025 at 7:49 PM
I started posting my duck progress on the other site in June. It's wild, back then I thought it was almost done!

#gamedev #indiedev #screenshotsaturday
wishlist: s.team/a/3238520
February 22, 2025 at 4:24 PM
I updated the duck's wings and made proper flapping and folding animations and I love it so much. Every change I make to this rig makes me so happy 😭

#screenshotsaturday #indiegame #indiedev
February 8, 2025 at 4:14 PM
Ducks got places to be, so I added running 🦆🍃

#screenshotsaturday #gamedev
February 1, 2025 at 10:40 PM
Huge success today. Brought the new wing rig to the real model and touched it up while I was there. So excited!
January 31, 2025 at 3:56 AM
Since the summer I've been trying to figure a simple but accurate-ish wing folding rig, and I think I finally got it!

#duck #3d #lowpoly #blender
January 29, 2025 at 1:22 AM
I made a ball pit for my duck 😆
Sorry I keep posting these goofy tests, but I'm really just so happy with my work on the duck's movement systems. I love making little things for it to interact with and it just "works"

#indiedev #screenshotsaturday
January 12, 2025 at 12:48 AM
I never highlighted it but it's become my favourite change to the model so far, my duck's feet have little toes. 🥺

#screenshotsaturday #indiedev #indiegame
January 11, 2025 at 8:24 PM
Loooove this set ❤️ was SICK seeing it on the huge projector at the El Mo
January 10, 2025 at 6:26 PM
You've done it everyone. Duck gamers are the real deal 🦆
December 13, 2024 at 6:42 PM
I just want to be a duck wandering peacefully through a moonlit forest collecting fireflies in my little lantern.

#screenshotsaturday #cozygame

(This could be you someday! Wishlist A Waddleful Life -> s.team/a/3238520)
December 7, 2024 at 4:29 PM
Finally, I change the speed of the steps based on the body’s linear or angular speed. Also I don’t just raycast from the body’s current pose, but use its velocity to look ahead and cast from where it will be in one step’s worth of time.
December 4, 2024 at 6:24 PM
Back to the feet, I mentioned before that they will tuck in if their target is too far away. So I added a rule that a tucked foot will be told to step as soon as a new target pose is found, regardless of the other leg. This allows both legs to extend when landing from a fall.
December 4, 2024 at 6:24 PM
To keep the body upright, I have a configurable joint with a slerp drive and configured-in-worldspace ticked. Then I can just set the joint's Target Rotation on the joint in a script to make it turn with physics.
December 4, 2024 at 6:24 PM
The height it’s trying to hover at is based on the successful raycasts from the leg controller, and only applies if at least one foot is grounded. That way it can fall off ledges or trip if it can’t find footing
December 4, 2024 at 6:24 PM
The duck’s body is a physics object and I move it only by applying forces. This allows it to push and be pushed by other physics objects. Joystick input applies horizontal forces, and a vertical force gets applied to keep it hovering above the ground.
December 4, 2024 at 6:24 PM
You can improve it by limiting the number of feet that are allowed to move at once, and step the foot that is farthest from its target. At this point you can move the body with scripts or whatever and it looks pretty good! I just have a few more details for some extra realism.
December 4, 2024 at 6:24 PM
Step 3) Find each foot’s “preferred” pose relative to the body, usually using a raycast down to the ground from some point on the body. When the distance or angle is big enough between the foot and its preferred pose, tell it to step.
December 4, 2024 at 6:24 PM
My duck’s feet have a few other features. I can change the speed of the step. Also the foot is prevented from going too far from the body. And when not stepping, if the body gets too far away, the foot clears its target and tucks in at max speed.
December 4, 2024 at 6:24 PM
Step 2) Make a script that can perform a step given a target position and rotation. It should move the foot on a curve from its current pose to the new pose.
December 4, 2024 at 6:24 PM
I can’t go over the whole rig, but I'll point out two important constraints I made. One adds rotation to the body based on the separation of the feet for some easy wiggle action. The other bends the toes at a secondary joint when the first has too extreme of an angle.
December 4, 2024 at 6:24 PM
Ducks always look so squishy to me and I wanted mine to reflect that. So the rig doesn’t follow proper anatomy and many bones are separated so they can move independently. Each leg is just the foot and a single bone that morphs the body to imply a leg.
December 4, 2024 at 6:24 PM
Step 1) Rig the legs with IK so the feet stay still when the body moves. I use Unity’s Animation Rigging package for rig constraints. It has some standard constraints that will be enough for most situations, but you can make custom ones if needed.
December 4, 2024 at 6:24 PM
Old but still useful I think, here's a little breakdown I made of the procedural duck movement I built for A Waddleful Life! 🧵

#indiedev #gamedev #procedural
December 4, 2024 at 6:24 PM
The player character from my #indiegame

I spent the summer on the procedural animation for this duck. The wings were a real challenge and still needs work I think.
November 26, 2024 at 11:47 PM