
Monsters · R.E.P.O. v0.4.0 · read from a local copy
The head's eyes, hair and teeth
A controller brings together its visual, the animation system and the transform it looks at.
The head in R.E.P.O. is animated by a system of its own: a controller ties its visual to a look-at transform, its hair and eyes have targets, and its teeth chatter on a timer between a shortest and a longest wait.
What the game establishes
- A controller brings together its visual, the animation system and the transform it looks at. (checked against the game's own files)
- Its hair has a parent, a target and its own position and rotation speeds. (checked against the game's own files)
- Its eyes carry a target of their own. (checked against the game's own files)
- The animation system has separate entries for beginning a chase, the chase and its second loop, returning to idle, spawning, despawning and being hurt. (checked against the game's own files)
- It chatters its teeth, with a shortest and a longest idle time for it. (checked against the game's own files)
- Its bite has a start and an end, and there is a trigger for an attack. (checked against the game's own files)
- It teleports with particles at the top and the bottom, and can float and look under things with an offset. (checked against the game's own files)
- The system also carries the animator, a material trigger and the rigid body it drives. (checked against the game's own files)
- Its float is driven by curves: a curve, a speed and an amount for its position, and the same three for its rotation. (checked against the game's own files)
- The head's own clips are named in the build: idling and chasing, a bite inside the chase, a head bot with closed and half-open versions, and a teleport particle, with skeleton skulls named beside them. (checked against the game's own files)
- The head's tilt and lean are named of their own: a tilt for the head, one for its eye and one for the head bot, and a lean for the head and for its hair. (checked against the game's own files)
In play
The head is animated by a system of its own rather than by one animation. A controller brings together the visual, the animation system and a transform it looks at, so the head can follow a player with its pose rather than only facing them.
Its hair is its own object. There is a hair parent, a target for it to follow, and separate speeds for how fast it moves and how fast it turns, which is why the hair lags and swings instead of being part of the skull.
Its eyes have a target as well, kept on the eye rather than on the head, so the eyes can be doing something different from the face they sit in.
The animation system carries the whole set of moments. There are separate entries for beginning a chase, for the chase itself and its second loop, for going from a chase back to idle, for spawning, for despawning and for being hurt.
It chatters its teeth. There is a chatter of its own with a shortest and a longest idle time, so the noise it makes while waiting varies rather than ticking like a metronome.
It bites with a beginning and an end. The bite is a piece of the system rather than a single trigger, which is why the teeth can be heard and seen closing before anything is decided.
It teleports. There are particles at the top and at the bottom for that, and it can float and look under things with an offset of its own, which is how a head can move in ways a body could not. The float is driven by curves — a curve, a speed and an amount for its position, and the same three again for its rotation — so the drift it has is tuned rather than animated by hand.
The system also holds the machine parts behind the monster: its animator, a trigger for its material and the rigid body it drives, along with the sound for dying.
What this entry does not tell you: how fast it moves, how long a bite takes, or how much damage it does. We have not verified those numbers, so we do not print them.
Related
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A local copy of the game, read only. The grounding for each fact is listed on the technical reference pages; nothing here is estimated. Documented build: 0.4.0.