OUT Motor — Active Ragdoll & Crowd Animation


- RTS is a small demonstration without construction, technology trees or a complete strategy- ... PACKAGE CONTENT Reusable module: Assets/OUT_Motor. ... Active ragdoll and crowd animation.


by Alex Merqury


Price History +

Physical crowd animation with a native C++ motor, 20 adapted CC0 motion clips, 128 procedural fallback targets, dismemberment and seven demos, including an RTS skirmish.

TESTED CONFIGURATION

Unity Editor: 6000.0.23f1 (Unity 6).

Compiled native plugin: Windows x64 (OUTMotorNative.dll).

Verified rendering scope: Built-in pipeline Play Mode on the tested Windows configuration.

URP/HDRP/custom pipelines: simulation has no URP package dependency, but complete visual equivalence and player performance are not verified. Do not interpret this as a universal pipeline guarantee.

Other platforms, architectures and Unity versions: not claimed as tested. Native source requires a platform-specific build and plugin importer configuration for other targets.


SIMULATION

World capacity: 1-4,096 actor slots.

Solver: 120 Hz particle skeleton; 18 nodes and 30 constraints per actor, approximate angular limits and assisted balance.

Native workers: configurable 1-8, limited by hardware; C++17 persistent thread pool.

Default event ingress: 8,192 queued entries, up to 4,096 processed per solver tick, with explicit backlog/rejection counters. Main-thread API; not a concurrent producer queue.

Positions, velocities, contact solving and constraint multipliers use float precision. Int4 codebooks do not make the full physics solver 4-bit.

RTS decisions use bounded low-rate updates, a 0.125 m goal grid and quantized order/heading/speed codes.


MOTION

Shipped default bank: 20 adapted CC0 motion clips, deterministically sampled into a shared vector bank.

Separate fallback: 128 procedural cache entries derived from 17 source poses. These are not 128 mocap clips.

See the shipped source provenance and license notices for the actual CC0 sources and adaptation scope.

Optional editor baker samples user-supplied Humanoid AnimationClips into shared int16 vector targets and contact masks. A valid Humanoid Avatar and exposed bones are required.

No private Mixamo clips or private Mixamo-derived bank are distributed.

The cache and numerical rules are not a reinforcement-learning model. Synthetic int4 calibration creates an opt-in candidate profile; it is not a physical-stability certification.


RENDERING AND RIGGING

The supplied visual path uses procedural proxy geometry and shared materials. GPU palette rendering requires compatible instancing/structured-buffer hardware; a CPU-matrix path is available on applicable fallback configurations.

Imported Humanoid rigs can use OUTMotorRigView while preserving artist weights. Full SkinnedMeshRenderers have a separate performance budget from the procedural crowd.

No URP/HDRP package dependency is required by the core simulation.

NUnit editor tests use Unity Test Framework; it is a testing dependency, not a runtime animation requirement.


EXPLICIT LIMITS

- Physics ground is a flat y=0 plane. Arbitrary Unity Terrain, slopes, steps, moving platforms and general mesh/environment collision are not provided by this solver.

- Scenario structures are visual dressing, not a complete physical level.

- Shared flow-field navigation is not general-purpose terrain pathfinding.

- Recovery, angular limits and assisted balance are iterative approximations. Foot planning and yaw limits do not guarantee zero foot slip or perfect anatomy under every force.

- Optional tearing uses scheduled geometric tests, not measured material stress or joint torque; it is disabled by default.

- Forearms and lower legs are the supported severable groups. Human support-leg loss uses crawling; hopping balance is not supplied.

- Blood is a bounded cosmetic effect, not a fluid solver.

- RTS is a small demonstration without construction, technology trees or a complete strategy-game framework.

- Includes proxy art, 20 adapted CC0 motion entries and a separate procedural fallback cache. Raw third-party FBX/GLB libraries and private local banks are excluded.

- No multiplayer determinism, cross-platform bitwise identity, mobile performance, console support or fixed FPS is claimed.

- Restart the Unity Editor after updating a native DLL that Unity has already loaded.


PACKAGE CONTENT

Reusable module: Assets/OUT_Motor.

Includes runtime/editor C# source, the Windows x64 DLL, shaders, shared presets, procedural demo content, seven scenes, documentation and tests.

Includes a C++ source/build archive and CC0 motion provenance archive in Documentation.

Active ragdoll and crowd animation.

OUT Motor brings assisted balance, impacts, falling, recovery and severable limbs into one shared particle motor. Use the included procedural characters to build and inspect a crowd, then connect your own Humanoid rigs and motion targets.


Built around shared data


• C++17 physics backend with a persistent worker pool, plus a managed reference backend.


• Flat arrays for 18 physical points per actor, shared response tables and bounded event queues.


• GPU-instanced procedural body geometry, faction colours and lightweight equipment variations.


• A shipped motion bank of 20 adapted CC0 clips, plus 128 procedural fallback target clips derived from 17 source poses.


• World-space stance targets, swing-foot planning and coarse active ankle yaw limits.



Different bodies. Different consequences.


• Shared archetypes control body, movement, equipment and combat settings.


• Humans with a severed support leg switch to a low crawling policy. Zombies can retain upright behaviour.


• Detached limbs remain simulated. Optional geometric overstretch detection can trigger severing.


• Blood effects use a fixed particle pool without spawning a GameObject for every droplet.



Seven scenes to explore


• Single Ragdoll and the original Zombie Arena.


• Zombie Apocalypse, Police & Protesters, and Street Brawl.


• A 2,048-actor stress scene.


• Frontier RTS Skirmish: selection, movement orders, workers, wood and stone, melee and ranged combat, and resource-funded reinforcements.



Bring your own motion

The editor baker converts imported Humanoid clips into a shared quantized vector bank. It samples a temporary preview rig, retargets directions to the motor skeleton, and stores foot contact masks. Runtime sampling does not require an Animator per simulated actor.


Check the fit before you buy


• The compiled native plugin targets Windows x64. Testing was performed in Unity 6 Editor 6000.0.23f1.


• Built-in pipeline Play Mode rendering was checked. URP, HDRP and custom-pipeline visual equivalence and player performance are not fully verified.


• Ground physics uses a flat y=0 plane. Arbitrary terrain, stairs and general environment collision are outside the supplied solver.


• The motor uses particles, approximate angular limits and assisted balance; it is not a rotational Rigidbody articulation system.


• Demo characters, equipment and environments are procedural proxies. This is a simulation tool, not a finished character or environment art pack.


• The supplied bank contains 20 adapted CC0 motion clips. The separate 128-entry fallback cache contains procedural targets, not 128 mocap animations. Private Mixamo source clips and the private authored bank are not included.


• Capacity is up to 4,096 actors per world. This is a capacity limit, not a frame-rate promise; costs depend on the scene and hardware.



Open Tools > OUT Motor to launch the welcome window. Choose a demo and press Play.