├── .github ├── img1.gif ├── img2.gif ├── img3.gif ├── img4.gif ├── img5.gif └── img6.gif ├── .gitignore ├── .vsconfig ├── Assets ├── Materials.meta ├── Materials │ ├── Gray.mat │ ├── Gray.mat.meta │ ├── Light Gray.mat │ ├── Light Gray.mat.meta │ ├── Skybox_Mat.mat │ ├── Skybox_Mat.mat.meta │ ├── White.mat │ └── White.mat.meta ├── Models.meta ├── Models │ ├── Ik-foot.fbx │ └── Ik-foot.fbx.meta ├── Presets.meta ├── Presets │ ├── AudioCompressedInMemory.preset │ ├── AudioCompressedInMemory.preset.meta │ ├── AudioStreaming.preset │ ├── AudioStreaming.preset.meta │ ├── Defaults.meta │ ├── Defaults │ │ ├── AlbedoTexture_Default.preset │ │ ├── AlbedoTexture_Default.preset.meta │ │ ├── AudioDecompressOnLoad.preset │ │ ├── AudioDecompressOnLoad.preset.meta │ │ ├── DirectionalLight_Default.preset │ │ └── DirectionalLight_Default.preset.meta │ ├── NormalTexture.preset │ ├── NormalTexture.preset.meta │ ├── UtilityTexture.preset │ └── UtilityTexture.preset.meta ├── Scenes.meta ├── Scenes │ ├── Main.meta │ ├── Main.unity │ ├── Main.unity.meta │ ├── Main │ │ ├── LightingData.asset │ │ ├── LightingData.asset.meta │ │ ├── ReflectionProbe-0.exr │ │ └── ReflectionProbe-0.exr.meta │ ├── Second.unity │ └── Second.unity.meta ├── Scripts.meta ├── Scripts │ ├── Leg.cs │ ├── Leg.cs.meta │ ├── LegController.cs │ ├── LegController.cs.meta │ ├── PlayerController.cs │ ├── PlayerController.cs.meta │ ├── SphereGizmo.cs │ └── SphereGizmo.cs.meta ├── Settings.meta └── Settings │ ├── ForwardRenderer.asset │ ├── ForwardRenderer.asset.meta │ ├── SampleSceneProfile.asset │ ├── SampleSceneProfile.asset.meta │ ├── UniversalRP-HighQuality.asset │ ├── UniversalRP-HighQuality.asset.meta │ ├── UniversalRP-LowQuality.asset │ ├── UniversalRP-LowQuality.asset.meta │ ├── UniversalRP-MediumQuality.asset │ └── UniversalRP-MediumQuality.asset.meta ├── LICENSE ├── Packages ├── manifest.json └── packages-lock.json ├── ProjectSettings ├── AudioManager.asset ├── ClusterInputManager.asset ├── DynamicsManager.asset ├── EditorBuildSettings.asset ├── EditorSettings.asset ├── GraphicsSettings.asset ├── InputManager.asset ├── NavMeshAreas.asset ├── PackageManagerSettings.asset ├── Physics2DSettings.asset ├── PresetManager.asset ├── ProjectSettings.asset ├── ProjectVersion.txt ├── QualitySettings.asset ├── TagManager.asset ├── TimeManager.asset ├── URPProjectSettings.asset ├── UnityConnectSettings.asset ├── VFXManager.asset ├── VersionControlSettings.asset └── XRSettings.asset └── README.md /.github/img1.gif: -------------------------------------------------------------------------------- https://raw.githubusercontent.com/Sopiro/Unity-Procedural-Animation/b3ad668157f382fe6125efbfdc987dad59ad3061/.github/img1.gif -------------------------------------------------------------------------------- /.github/img2.gif: -------------------------------------------------------------------------------- https://raw.githubusercontent.com/Sopiro/Unity-Procedural-Animation/b3ad668157f382fe6125efbfdc987dad59ad3061/.github/img2.gif -------------------------------------------------------------------------------- /.github/img3.gif: -------------------------------------------------------------------------------- https://raw.githubusercontent.com/Sopiro/Unity-Procedural-Animation/b3ad668157f382fe6125efbfdc987dad59ad3061/.github/img3.gif -------------------------------------------------------------------------------- /.github/img4.gif: -------------------------------------------------------------------------------- https://raw.githubusercontent.com/Sopiro/Unity-Procedural-Animation/b3ad668157f382fe6125efbfdc987dad59ad3061/.github/img4.gif -------------------------------------------------------------------------------- /.github/img5.gif: -------------------------------------------------------------------------------- https://raw.githubusercontent.com/Sopiro/Unity-Procedural-Animation/b3ad668157f382fe6125efbfdc987dad59ad3061/.github/img5.gif -------------------------------------------------------------------------------- /.github/img6.gif: -------------------------------------------------------------------------------- https://raw.githubusercontent.com/Sopiro/Unity-Procedural-Animation/b3ad668157f382fe6125efbfdc987dad59ad3061/.github/img6.gif -------------------------------------------------------------------------------- /.gitignore: -------------------------------------------------------------------------------- 1 | # This .gitignore file should be placed at the root of your Unity project directory 2 | # 3 | # Get latest from https://github.com/github/gitignore/blob/master/Unity.gitignore 4 | # 5 | /[Ll]ibrary/ 6 | /[Tt]emp/ 7 | /[Oo]bj/ 8 | /[Bb]uild/ 9 | /[Bb]uilds/ 10 | /[Ll]ogs/ 11 | /[Uu]ser[Ss]ettings/ 12 | 13 | # MemoryCaptures can get excessive in size. 14 | # They also could contain extremely sensitive data 15 | /[Mm]emoryCaptures/ 16 | 17 | # Asset meta data should only be ignored when the corresponding asset is also ignored 18 | !/[Aa]ssets/**/*.meta 19 | 20 | # Uncomment this line if you wish to ignore the asset store tools plugin 21 | # /[Aa]ssets/AssetStoreTools* 22 | 23 | # Autogenerated Jetbrains Rider plugin 24 | /[Aa]ssets/Plugins/Editor/JetBrains* 25 | 26 | # Visual Studio cache directory 27 | .vs/ 28 | 29 | # Gradle cache directory 30 | .gradle/ 31 | 32 | # Autogenerated VS/MD/Consulo solution and project files 33 | ExportedObj/ 34 | .consulo/ 35 | *.csproj 36 | *.unityproj 37 | *.sln 38 | *.suo 39 | *.tmp 40 | *.user 41 | *.userprefs 42 | *.pidb 43 | *.booproj 44 | *.svd 45 | *.pdb 46 | *.mdb 47 | *.opendb 48 | *.VC.db 49 | 50 | # Unity3D generated meta files 51 | *.pidb.meta 52 | *.pdb.meta 53 | *.mdb.meta 54 | 55 | # Unity3D generated file on crash reports 56 | sysinfo.txt 57 | 58 | # Builds 59 | *.apk 60 | *.aab 61 | *.unitypackage 62 | 63 | # Crashlytics generated file 64 | crashlytics-build.properties 65 | 66 | # Packed Addressables 67 | /[Aa]ssets/[Aa]ddressable[Aa]ssets[Dd]ata/*/*.bin* 68 | 69 | # Temporary auto-generated Android Assets 70 | /[Aa]ssets/[Ss]treamingAssets/aa.meta 71 | /[Aa]ssets/[Ss]treamingAssets/aa/* -------------------------------------------------------------------------------- /.vsconfig: -------------------------------------------------------------------------------- 1 | { 2 | "version": "1.0", 3 | "components": [ 4 | "Microsoft.VisualStudio.Workload.ManagedGame" 5 | ] 6 | } 7 | -------------------------------------------------------------------------------- /Assets/Materials.meta: -------------------------------------------------------------------------------- 1 | fileFormatVersion: 2 2 | guid: d0234ba368eeec9418390da711bfdad0 3 | folderAsset: yes 4 | DefaultImporter: 5 | externalObjects: {} 6 | userData: 7 | assetBundleName: 8 | assetBundleVariant: 9 | 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-------------------------------------------------------------------------------- /Assets/Scenes/Second.unity.meta: -------------------------------------------------------------------------------- 1 | fileFormatVersion: 2 2 | guid: 5683cf7fc1c9573459148973f33de16d 3 | DefaultImporter: 4 | externalObjects: {} 5 | userData: 6 | assetBundleName: 7 | assetBundleVariant: 8 | -------------------------------------------------------------------------------- /Assets/Scripts.meta: -------------------------------------------------------------------------------- 1 | fileFormatVersion: 2 2 | guid: 02a3527b6b33a924e8ec66aa805ea717 3 | folderAsset: yes 4 | DefaultImporter: 5 | externalObjects: {} 6 | userData: 7 | assetBundleName: 8 | assetBundleVariant: 9 | -------------------------------------------------------------------------------- /Assets/Scripts/Leg.cs: -------------------------------------------------------------------------------- 1 | using System.Collections; 2 | using System.Collections.Generic; 3 | using UnityEngine; 4 | 5 | public class Leg : MonoBehaviour 6 | { 7 | // Self-explanatory variable names 8 | private LegController legController; 9 | 10 | [SerializeField] private Transform bodyTransform; 11 | [SerializeField] private Transform rayOrigin; 12 | public GameObject ikTarget; 13 | 14 | [SerializeField] private AnimationCurve speedCurve; 15 | [SerializeField] private AnimationCurve heightCurve; 16 | 17 | private float tipMaxHeight = 0.2f; 18 | private float tipAnimationTime = 0.15f; 19 | private float tipAnimationFrameTime = 1 / 60.0f; 20 | 21 | private float ikOffset = 1.0f; 22 | private float tipMoveDist = 0.55f; 23 | private float maxRayDist = 7.0f; 24 | private float tipPassOver = 0.55f / 2.0f; 25 | 26 | public Vector3 TipPos { get; private set; } 27 | public Vector3 TipUpDir { get; private set; } 28 | public Vector3 RaycastTipPos { get; private set; } 29 | public Vector3 RaycastTipNormal { get; private set; } 30 | 31 | public bool Animating { get; private set; } = false; 32 | public bool Movable { get; set; } = false; 33 | public float TipDistance { get; private set; } 34 | 35 | private void Awake() 36 | { 37 | legController = GetComponentInParent(); 38 | 39 | transform.parent = bodyTransform; 40 | rayOrigin.parent = bodyTransform; 41 | TipPos = ikTarget.transform.position; 42 | } 43 | 44 | private void Start() 45 | { 46 | UpdateIKTargetTransform(); 47 | } 48 | 49 | private void Update() 50 | { 51 | RaycastHit hit; 52 | 53 | // Calculate the tip target position 54 | if (Physics.Raycast(rayOrigin.position, bodyTransform.up.normalized * -1, out hit, maxRayDist)) 55 | { 56 | RaycastTipPos = hit.point; 57 | RaycastTipNormal = hit.normal; 58 | } 59 | // else 60 | // { 61 | // TipPos = RaycastTipPos = rayOrigin.position + bodyTransform.up.normalized * -1 * maxRayDist; 62 | // UpdateIKTargetTransform(); 63 | // return; 64 | // } 65 | 66 | TipDistance = (RaycastTipPos - TipPos).magnitude; 67 | 68 | // If the distance gets too far, animate and move the tip to new position 69 | if (!Animating && (TipDistance > tipMoveDist && Movable)) 70 | { 71 | StartCoroutine(AnimateLeg()); 72 | } 73 | } 74 | 75 | private IEnumerator AnimateLeg() 76 | { 77 | Animating = true; 78 | 79 | float timer = 0.0f; 80 | float animTime; 81 | 82 | Vector3 startingTipPos = TipPos; 83 | Vector3 tipDirVec = RaycastTipPos - TipPos; 84 | tipDirVec += tipDirVec.normalized * tipPassOver; 85 | 86 | Vector3 right = Vector3.Cross(bodyTransform.up, tipDirVec.normalized).normalized; 87 | TipUpDir = Vector3.Cross(tipDirVec.normalized, right); 88 | 89 | while (timer < tipAnimationTime + tipAnimationFrameTime) 90 | { 91 | animTime = speedCurve.Evaluate(timer / tipAnimationTime); 92 | 93 | // If the target is keep moving, apply acceleration to correct the end point 94 | float tipAcceleration = Mathf.Max((RaycastTipPos - startingTipPos).magnitude / tipDirVec.magnitude, 1.0f); 95 | 96 | TipPos = startingTipPos + tipDirVec * tipAcceleration * animTime; // Forward direction of tip vector 97 | TipPos += TipUpDir * heightCurve.Evaluate(animTime) * tipMaxHeight; // Upward direction of tip vector 98 | 99 | UpdateIKTargetTransform(); 100 | 101 | timer += tipAnimationFrameTime; 102 | 103 | yield return new WaitForSeconds(tipAnimationFrameTime); 104 | } 105 | 106 | Animating = false; 107 | } 108 | 109 | private void UpdateIKTargetTransform() 110 | { 111 | // Update leg ik target transform depend on tip information 112 | ikTarget.transform.position = TipPos + bodyTransform.up.normalized * ikOffset; 113 | ikTarget.transform.rotation = Quaternion.LookRotation(TipPos - ikTarget.transform.position) * Quaternion.Euler(90, 0, 0); 114 | } 115 | 116 | private void OnDrawGizmos() 117 | { 118 | Gizmos.color = Color.magenta; 119 | Gizmos.DrawSphere(RaycastTipPos, 0.1f); 120 | 121 | Gizmos.color = Color.blue; 122 | Gizmos.DrawSphere(TipPos, 0.1f); 123 | 124 | Gizmos.color = Color.red; 125 | Gizmos.DrawLine(TipPos, RaycastTipPos); 126 | 127 | Gizmos.color = Color.yellow; 128 | Gizmos.DrawSphere(ikTarget.transform.position, 0.1f); 129 | } 130 | } 131 | -------------------------------------------------------------------------------- /Assets/Scripts/Leg.cs.meta: -------------------------------------------------------------------------------- 1 | fileFormatVersion: 2 2 | guid: c50c1240cb841cf4fa3edffa5d046c6f 3 | MonoImporter: 4 | externalObjects: {} 5 | serializedVersion: 2 6 | defaultReferences: [] 7 | executionOrder: 0 8 | icon: {instanceID: 0} 9 | userData: 10 | assetBundleName: 11 | assetBundleVariant: 12 | -------------------------------------------------------------------------------- /Assets/Scripts/LegController.cs: -------------------------------------------------------------------------------- 1 | using System.Collections; 2 | using System.Collections.Generic; 3 | using UnityEngine; 4 | 5 | public class LegController : MonoBehaviour 6 | { 7 | [SerializeField] private Transform bodyTransform; 8 | [SerializeField] private Leg[] legs; 9 | 10 | private float maxTipWait = 0.7f; 11 | 12 | private bool readySwitchOrder = false; 13 | private bool stepOrder = true; 14 | private float bodyHeightBase = 1.3f; 15 | 16 | private Vector3 bodyPos; 17 | private Vector3 bodyUp; 18 | private Vector3 bodyForward; 19 | private Vector3 bodyRight; 20 | private Quaternion bodyRotation; 21 | 22 | private float PosAdjustRatio = 0.1f; 23 | private float RotAdjustRatio = 0.2f; 24 | 25 | private void Start() 26 | { 27 | // Start coroutine to adjust body transform 28 | StartCoroutine(AdjustBodyTransform()); 29 | } 30 | 31 | private void Update() 32 | { 33 | if (legs.Length < 2) return; 34 | 35 | // If tip is not in current order but it's too far from target position, Switch the order 36 | for (int i = 0; i < legs.Length; i++) 37 | { 38 | if (legs[i].TipDistance > maxTipWait) 39 | { 40 | stepOrder = i % 2 == 0; 41 | break; 42 | } 43 | } 44 | 45 | // Ordering steps 46 | foreach (Leg leg in legs) 47 | { 48 | leg.Movable = stepOrder; 49 | stepOrder = !stepOrder; 50 | } 51 | 52 | int index = stepOrder ? 0 : 1; 53 | 54 | // If the opposite foot step completes, switch the order to make a new step 55 | if (readySwitchOrder && !legs[index].Animating) 56 | { 57 | stepOrder = !stepOrder; 58 | readySwitchOrder = false; 59 | } 60 | 61 | if (!readySwitchOrder && legs[index].Animating) 62 | { 63 | readySwitchOrder = true; 64 | } 65 | } 66 | 67 | private IEnumerator AdjustBodyTransform() 68 | { 69 | while (true) 70 | { 71 | Vector3 tipCenter = Vector3.zero; 72 | bodyUp = Vector3.zero; 73 | 74 | // Collect leg information to calculate body transform 75 | foreach (Leg leg in legs) 76 | { 77 | tipCenter += leg.TipPos; 78 | bodyUp += leg.TipUpDir + leg.RaycastTipNormal; 79 | } 80 | 81 | RaycastHit hit; 82 | if (Physics.Raycast(bodyTransform.position, bodyTransform.up * -1, out hit, 10.0f)) 83 | { 84 | bodyUp += hit.normal; 85 | } 86 | 87 | tipCenter /= legs.Length; 88 | bodyUp.Normalize(); 89 | 90 | // Interpolate postition from old to new 91 | bodyPos = tipCenter + bodyUp * bodyHeightBase; 92 | bodyTransform.position = Vector3.Lerp(bodyTransform.position, bodyPos, PosAdjustRatio); 93 | 94 | // Calculate new body axis 95 | bodyRight = Vector3.Cross(bodyUp, bodyTransform.forward); 96 | bodyForward = Vector3.Cross(bodyRight, bodyUp); 97 | 98 | // Interpolate rotation from old to new 99 | bodyRotation = Quaternion.LookRotation(bodyForward, bodyUp); 100 | bodyTransform.rotation = Quaternion.Slerp(bodyTransform.rotation, bodyRotation, RotAdjustRatio); 101 | 102 | yield return new WaitForFixedUpdate(); 103 | } 104 | } 105 | 106 | private void OnDrawGizmos() 107 | { 108 | Gizmos.color = Color.red; 109 | Gizmos.DrawLine(bodyPos, bodyPos + bodyRight); 110 | Gizmos.color = Color.green; 111 | Gizmos.DrawLine(bodyPos, bodyPos + bodyUp); 112 | Gizmos.color = Color.blue; 113 | Gizmos.DrawLine(bodyPos, bodyPos + bodyForward); 114 | } 115 | } 116 | -------------------------------------------------------------------------------- /Assets/Scripts/LegController.cs.meta: -------------------------------------------------------------------------------- 1 | fileFormatVersion: 2 2 | guid: 0b99912e4f18ced44bd6f740df255b12 3 | MonoImporter: 4 | externalObjects: {} 5 | serializedVersion: 2 6 | defaultReferences: [] 7 | executionOrder: 0 8 | icon: {instanceID: 0} 9 | userData: 10 | assetBundleName: 11 | assetBundleVariant: 12 | -------------------------------------------------------------------------------- /Assets/Scripts/PlayerController.cs: -------------------------------------------------------------------------------- 1 | using System.Collections; 2 | using System.Collections.Generic; 3 | using UnityEngine; 4 | 5 | public class PlayerController : MonoBehaviour 6 | { 7 | // Player movement script 8 | 9 | private float MoveSpeed { get; } = 3.8f; 10 | private float RotSpeed { get; } = 80.0f; 11 | 12 | void Update() 13 | { 14 | // Handle keyboard control 15 | // This loop competes with AdjustBodyTransform() in LegController script to properly postion the body transform 16 | 17 | float ws = Input.GetAxis("Vertical") * MoveSpeed * Time.deltaTime; 18 | transform.Translate(0, 0, ws); 19 | 20 | float ad = Input.GetAxis("Horizontal") * MoveSpeed * Time.deltaTime; 21 | transform.Translate(ad, 0, 0); 22 | 23 | if (Input.GetKey(KeyCode.Q)) 24 | { 25 | transform.Rotate(0, -RotSpeed * Time.deltaTime, 0); 26 | } 27 | if (Input.GetKey(KeyCode.E)) 28 | { 29 | transform.Rotate(0, RotSpeed * Time.deltaTime, 0); 30 | } 31 | } 32 | } 33 | -------------------------------------------------------------------------------- /Assets/Scripts/PlayerController.cs.meta: -------------------------------------------------------------------------------- 1 | fileFormatVersion: 2 2 | guid: c83b4b2ab18552f41b57167ac9b9096b 3 | MonoImporter: 4 | externalObjects: {} 5 | serializedVersion: 2 6 | defaultReferences: [] 7 | executionOrder: 0 8 | icon: {instanceID: 0} 9 | userData: 10 | assetBundleName: 11 | assetBundleVariant: 12 | -------------------------------------------------------------------------------- /Assets/Scripts/SphereGizmo.cs: -------------------------------------------------------------------------------- 1 | using System.Collections; 2 | using System.Collections.Generic; 3 | using UnityEngine; 4 | 5 | public class SphereGizmo : MonoBehaviour 6 | { 7 | public static bool Enabled = true; 8 | 9 | public float size = 0.1f; 10 | public Color color = Color.red; 11 | 12 | // Draw sphere gizmo in the scene view 13 | private void OnDrawGizmos() 14 | { 15 | if (Enabled) 16 | { 17 | Gizmos.color = color; 18 | Gizmos.DrawSphere(transform.position, size); 19 | } 20 | } 21 | } 22 | -------------------------------------------------------------------------------- /Assets/Scripts/SphereGizmo.cs.meta: -------------------------------------------------------------------------------- 1 | fileFormatVersion: 2 2 | guid: 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the following conditions: 11 | 12 | The above copyright notice and this permission notice shall be included in all 13 | copies or substantial portions of the Software. 14 | 15 | THE SOFTWARE IS PROVIDED "AS IS", WITHOUT WARRANTY OF ANY KIND, EXPRESS OR 16 | IMPLIED, INCLUDING BUT NOT LIMITED TO THE WARRANTIES OF MERCHANTABILITY, 17 | FITNESS FOR A PARTICULAR PURPOSE AND NONINFRINGEMENT. IN NO EVENT SHALL THE 18 | AUTHORS OR COPYRIGHT HOLDERS BE LIABLE FOR ANY CLAIM, DAMAGES OR OTHER 19 | LIABILITY, WHETHER IN AN ACTION OF CONTRACT, TORT OR OTHERWISE, ARISING FROM, 20 | OUT OF OR IN CONNECTION WITH THE SOFTWARE OR THE USE OR OTHER DEALINGS IN THE 21 | SOFTWARE. 22 | -------------------------------------------------------------------------------- /Packages/manifest.json: -------------------------------------------------------------------------------- 1 | { 2 | "dependencies": { 3 | "com.unity.animation.rigging": "1.0.3", 4 | "com.unity.cinemachine": "2.6.3", 5 | "com.unity.collab-proxy": "1.3.9", 6 | "com.unity.ide.rider": "2.0.7", 7 | "com.unity.ide.visualstudio": "2.0.5", 8 | "com.unity.ide.vscode": "1.2.3", 9 | "com.unity.render-pipelines.universal": "10.2.2", 10 | "com.unity.test-framework": "1.1.19", 11 | "com.unity.textmeshpro": "3.0.1", 12 | "com.unity.timeline": "1.4.4", 13 | "com.unity.ugui": "1.0.0", 14 | "com.unity.modules.ai": "1.0.0", 15 | 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12 | -------------------------------------------------------------------------------- /ProjectSettings/VersionControlSettings.asset: -------------------------------------------------------------------------------- 1 | %YAML 1.1 2 | %TAG !u! tag:unity3d.com,2011: 3 | --- !u!890905787 &1 4 | VersionControlSettings: 5 | m_ObjectHideFlags: 0 6 | m_Mode: Visible Meta Files 7 | m_CollabEditorSettings: 8 | inProgressEnabled: 1 9 | -------------------------------------------------------------------------------- /ProjectSettings/XRSettings.asset: -------------------------------------------------------------------------------- 1 | { 2 | "m_SettingKeys": [ 3 | "VR Device Disabled", 4 | "VR Device User Alert" 5 | ], 6 | "m_SettingValues": [ 7 | "False", 8 | "False" 9 | ] 10 | } -------------------------------------------------------------------------------- /README.md: -------------------------------------------------------------------------------- 1 | # Procedural Animation in Unity 2 | 3 | [Procedural Animation](https://en.wikipedia.org/wiki/Procedural_animation) example in Unity. 4 | 5 | [Skeletal animation](https://en.wikipedia.org/wiki/Skeletal_animation) uses a key frame animation clip, which contains transforms of joints in chronological order. These pre-recorded animation clips are just "played" on a bone model. 6 | 7 | This method uses [IK (Inverse Kinematics)](https://en.wikipedia.org/wiki/Inverse_kinematics) to procedurally position joints, so it automatically generates animation in real-time. This allows for a more diverse series of actions and real-time interaction with environmental features. 8 | 9 | Demo video: https://youtu.be/pUp133rtDxM 10 | 11 | ## Samples 12 | |Style|Image| 13 | |:--:|:--:| 14 | |4 leged | ![img1](.github/img1.gif)| 15 | |6 leged | ![img5](.github/img5.gif)| 16 | |Dog(?) | ![img3](.github/img3.gif)| 17 | |[Climbing](https://youtu.be/a3W1PT26aXU)| ![img6](.github/img6.gif)| 18 | --------------------------------------------------------------------------------