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Allright Rig For Unreal Engine 4

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  • replied
    As a random aside, I actually created a full procedural walk cycle generator for UE4 as a C++ editor extension (back before there was a marketplace/plugins, I think). I was basically trying to recreate the CAT workflow. It got to a pretty good stage, where I could just import a random makehuman model, and have a good looking walk cycle (using a saved "cycle data" asset) with a few clicks and bone selections. Stride length/speed/height, pelvis/arm movement all changed with a few value sliders and curve points. Reworked 2boneIK with softIK adjustments to stop knee popping.

    It was hobbyish, but was intending on developing it further for when marketplace / code plugins arrived. However, I lost steam after a while (anticipating demand for quadrupeds -> hermite curve spinal cycles). The code is ancient now, and all the editor integration stuff would be long since deprecated (repurposed the inbuilt curve editor). Anyway, from my experience, this would take A LOT of effort to integrate into an existing product and not really worth it for Aleks. I'd love to be able to import a biped/quadruped skeleton, slap some generic cycle data on them and then drive the parameters by a characters velocity/direction etc. It'd make prototyping quick and easy, as well as enabling interesting transitions between cycle data (sneak/run/walk/injured walk, etc). But yeah, it would take a lot of work, and even more workd and planning to put it into an existing animation/sequencer framework like this.

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  • replied
    aleks_allright

    Just for a good measure (procedural motion cycles with C.A.T.):

    https://youtu.be/Ev4mtnNxpfc?t=4m23s

    (entire video is quite educational, but the part I am linking is about power of procedural motion cycle anim tool)

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  • replied
    Yea motorsep is right - cat is pretty cool tech. Surprised autodesk doesnt push it more or integrate into maya too.

    Might be alot of work to try and create in ue - but would be very amazing if it could.

    would be a must buy tool

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  • replied
    Originally posted by aleks_allright View Post
    I think right now you have so many free animation packs that it has no point to spend so much time on implementation of procedural motion cycle generator. And for normal animation quality it must be neural networks i think
    Actually all those packs make anims look the same. On top of that those are mocap'ed anims. With CAT one can make a ton of hand-animated-looking anims or wide variety in no time. I am saying this because I've used CAT before it became part of 3DS MAX and it was amazing tool to have. And it didn't use any neural networks besides one in the animator's head

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  • replied
    Originally posted by motorsep View Post
    aleks_allright

    I was looking over Trello board and saw this card https://trello.com/c/g1ujKmeI I assume even though it's in Sequencer list, resulting anims can be used in runtime in games (for player and AI characters) ?

    I am wondering if you could implement procedural motion cycle generator (walk/run/sneak/etc.), similar to what 3DS MAX C.A.T. has:

    https://www.youtube.com/watch?v=tfio_gpJBPc

    That would be super useful and would cut down animation time (for animators) by a lot.

    P.S. Also wanted to know if 4.20.x build is coming soon.
    4.20 hopefully in a few weeks.
    You can bake animation to animation asset or leave it as it is in sequencer. Whatever you decide. More optimized way is to bake of course.
    I think right now you have so many free animation packs that it has no point to spend so much time on implementation of procedural motion cycle generator. And for normal animation quality it must be neural networks i think

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  • replied
    Originally posted by Winthrod View Post
    Are you going to be making a 4.20 compatible AllRightRig? If so, do you have a possible ETA?
    Working on it right now. Epic Games made to many changes in sequencer API in UE4.20. I hope it will be released in a few weeks.

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  • replied
    Originally posted by noqnoq View Post
    Hey isn't this due to be released for free? It must be close... ?
    There are 2 variants: free beta v1.3 and paid version v2.0.3. You can find info on the website

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  • replied
    Originally posted by catalejo View Post
    another question: if I get the early acces, can the plugin be compiled with a custom build?
    Thanks
    Yes. But starting from VS 2017

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  • replied
    aleks_allright

    I was looking over Trello board and saw this card https://trello.com/c/g1ujKmeI I assume even though it's in Sequencer list, resulting anims can be used in runtime in games (for player and AI characters) ?

    I am wondering if you could implement procedural motion cycle generator (walk/run/sneak/etc.), similar to what 3DS MAX C.A.T. has:

    https://www.youtube.com/watch?v=tfio_gpJBPc

    That would be super useful and would cut down animation time (for animators) by a lot.

    P.S. Also wanted to know if 4.20.x build is coming soon.
    Last edited by motorsep; 08-15-2018, 10:26 AM.

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  • replied
    Are you going to be making a 4.20 compatible AllRightRig? If so, do you have a possible ETA?

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  • replied
    Hey isn't this due to be released for free? It must be close... ?

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  • replied
    another question: if I get the early acces, can the plugin be compiled with a custom build?
    Thanks

    Leave a comment:


  • replied
    Originally posted by BlueTeam View Post
    Any chance you can support iPhone X facial Mocap? Like in these examples? https://vimeo.com/268775501 https://www.youtube.com/watch?v=MfnNJaVCLM8
    Need to look how it works, It must be not hard to setup.

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  • replied
    Originally posted by catalejo View Post
    ETA on marketplace?
    Hopefully late summer 2018

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  • replied
    Any chance you can support iPhone X facial Mocap? Like in these examples? https://vimeo.com/268775501 https://www.youtube.com/watch?v=MfnNJaVCLM8

    Leave a comment:

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