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Ledge Climbing System guide

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    #46
    Yes definitely root motion. what you can try is to minimize the blend time between the two animations. I had to make mine 0.
    I wll have new root motion adjusted animations sometimes in the future to more closely match epics mannequin. hoping they zeroed there's in the meantime.

    havent looked yet

    Edit : what you can do is create blendspace animation. add the two animations giving issues like the climb and the jump or hang and then when you move between the blends you will probably see the rotation going all haywire.
    http://celestialarch.com
    Free UE4 things available. More coming

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      #47
      Originally posted by Crocopede View Post
      Yes definitely root motion. what you can try is to minimize the blend time between the two animations. I had to make mine 0.
      I wll have new root motion adjusted animations sometimes in the future to more closely match epics mannequin. hoping they zeroed there's in the meantime.

      havent looked yet

      Edit : what you can do is create blendspace animation. add the two animations giving issues like the climb and the jump or hang and then when you move between the blends you will probably see the rotation going all haywire.
      Blending time didn't help at all, but I did change the root motion lock to anim first frame and that seemed to make it look muuuuch better.
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        #48
        excellent. almost done with current project then i can spend time on revamping the ledge climbing system
        http://celestialarch.com
        Free UE4 things available. More coming

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          #49
          Hello!

          I'm currently working on a ledge climb system, too. And your videos were a great help.
          The character does hang on a ledge and climbing up the ledge should be no problem.

          My character should also climb left / right. How would you do that? How to manage the input for that? How do you keep the Character aligned to the wall, but also make him move smoothly and not jitterish with "setActorLocation"?

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            #50
            You can try using move component to instead of set location. I would probably do a trace. Actually working on a cover system that does just that. The movement i haven't even gotten to yet. just how it knows where the edge is.
            For input- a branch that fails if u are past ledge and for alignment the same way you current do the alignment. get the wall normal and reverse it
            http://celestialarch.com
            Free UE4 things available. More coming

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              #51
              I have a problem, I'm on tutorial one, and so far your guide has been great, but when I made the ledge height, it looked like this:Click image for larger version

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              When it's supposed to be right in front of my mannequin.
              This is what my blueprint looks like:
              Click image for larger version

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              Any ideas to why it's like this?

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                #52
                you forgot to plug the make vector into the output there.
                http://celestialarch.com
                Free UE4 things available. More coming

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                  #53
                  Thanks, works great!

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                    #54
                    Hi Crocopede thanks for all the hard work you have put into this, i have a question regarding the animation.

                    Ive noticed for the climb/knee up animation to make it so that your character returns back to default pose you have shifted him down during the upwards part of the motion effectively situating him back at the floor which he then stands up back into default position.

                    Is this the correct way of doing this? It seems a little clunky. It means you would need to animate a climb to make sure it worked and then tweak it by shifting it down in order for him to end up back at default pose, you could easily break the animation during this.

                    Is there not a way to have the engine to realise the position of the character has changed to ontop on the climbed object and then play the default idle pose from then on?

                    I hope i have made sense in trying to get my question across, thankyou - Adam

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                      #55
                      ^If I remember correctly, I simply used root motion for the climb up animation and that worked fine. It's been some time since I worked on ledge climbing stuff, though, so I may be misremembering it.

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                        #56
                        Hi. yes its the root motion making it appear as if the character is going down. That's because the capsule component is actually going up while you are still in a hanging pose. I approached it this way to make sure the capsule has time to get into position. I reckon the animation root motion can use some readjustment. If you have root motion on you wont notice the character acting like that.

                        I will soon revisit the animations. Epic was kind enough to fix the rotation on the root bone so the new animations will be cleaner
                        http://celestialarch.com
                        Free UE4 things available. More coming

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                          #57
                          Originally posted by FrozenHarlequin View Post
                          ^If I remember correctly, I simply used root motion for the climb up animation and that worked fine. It's been some time since I worked on ledge climbing stuff, though, so I may be misremembering it.
                          Originally posted by Crocopede View Post
                          Hi. yes its the root motion making it appear as if the character is going down. That's because the capsule component is actually going up while you are still in a hanging pose. I approached it this way to make sure the capsule has time to get into position. I reckon the animation root motion can use some readjustment. If you have root motion on you wont notice the character acting like that.

                          I will soon revisit the animations. Epic was kind enough to fix the rotation on the root bone so the new animations will be cleaner
                          Thanks for the quick replys its much appreciated!

                          Ah i see i will have to look into this root motion you mention, ill read it up in the unreal engine documentation - Adam

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                            #58
                            Having a couple issues. I'm sure its variable/timing related.

                            1. When falling toward the ledge, he doesn't grab it where the ledge is, he slides down a few feet(relative) before stopping and grabbing (00:04) of the video

                            2. When falling and it misses the ledge, the character gets stuck at the bottom. Can move him EXTREMELY slowly and glitchy. Its like hes still "falling" in the logic but he's not really. (00:58) of the video

                            Can see both issues in this video:
                            https://youtu.be/uMo1eZAWUiA
                            Last edited by thankstipscom; 02-14-2016, 07:47 PM.
                            Snap-In Systems: <<< CLICK
                            | Inventory (Battle Royale) |Smart Select Box | Ready Game Modes | Handy Macros | Gun Weapon System |Simple Mesh Outliner |

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                              #59
                              Originally posted by Crocopede View Post
                              Hi. yes its the root motion making it appear as if the character is going down. That's because the capsule component is actually going up while you are still in a hanging pose. I approached it this way to make sure the capsule has time to get into position. I reckon the animation root motion can use some readjustment. If you have root motion on you wont notice the character acting like that.

                              I will soon revisit the animations. Epic was kind enough to fix the rotation on the root bone so the new animations will be cleaner
                              Hi again Crocopede, turns out i havnt animated the root within my maya climb animation, so it always stays in default position, is there a similar thing like root motion but it just follows the skeleton instead? here a playblast of my maya climb test https://www.dropbox.com/s/yjdhd0pxdr...btest.mp4?dl=0
                              Thanks - Adam

                              Comment


                                #60
                                Originally posted by thankstipscom View Post
                                Having a couple issues. I'm sure its variable/timing related.

                                1. When falling toward the ledge, he doesn't grab it where the ledge is, he slides down a few feet(relative) before stopping and grabbing (00:04) of the video

                                2. When falling and it misses the ledge, the character gets stuck at the bottom. Can move him EXTREMELY slowly and glitchy. Its like hes still "falling" in the logic but he's not really. (00:58) of the video

                                Can see both issues in this video:
                                https://youtu.be/uMo1eZAWUiA
                                Thats a hard one to diagnose. I would begin to debug the hit location of the ledge height. seems its registering the wrong value and setting the variable with the bad value.
                                Definitely related to the vector of where the ledge is.

                                Originally posted by Adam_ation View Post
                                Hi again Crocopede, turns out i havnt animated the root within my maya climb animation, so it always stays in default position, is there a similar thing like root motion but it just follows the skeleton instead? here a playblast of my maya climb test https://www.dropbox.com/s/yjdhd0pxdr...btest.mp4?dl=0
                                Thanks - Adam
                                Hi. No your root has to be animated. You can probably just play your animation and then teleport your capsule to the end position using Set location on the capsule component. This is a nice way to cheat around the lack of root motion
                                http://celestialarch.com
                                Free UE4 things available. More coming

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