Adaptive Starts and Stops

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Hello everyone, Giant Leap Games is happy to announce our first item in the Unreal Marketplace. If you have any questions or comments or would like to know any more information let us know!

Now available in the marketplace](Adaptive Starts and Stops in Animations - UE Marketplace)



Is there going to be an in-depth tutorial on how to properly implement it?

Hello, you can find some detailed integration instructions here: Adaptive Starts and Stops | giant leap games

Hope it helps you out!

Do you have any plan for a full controller?

What features would you like to see in a full controller?

I’ve managed to get this working on an external character. I’ve basically added your code and logic onto my own anim bp. The major difference is that you are using 1d blendspace whereas it’d be great to have it updated with some 2d blendspaces. The logic between states is quite easy to understand and adapt to your own project.

I’m also working on adding some transitions to my separate running blendspace (I’m running two for idle/walk and sprint).

As for the full controller, would love to see root motion controller with different blendspaces for different types of movement (sprint, prone, crouch).

I’ve tried to develop root motion controller myself, but got stuck at some point and haven’t got time to properly research the subject. One thing is sure though, motion/anim controllers are the only thing that’s missing on the marketplace. Proper controller would be bestseller, however that’d require adding your own animations unless you’d add support for existing packs from Kubold or other company that’s doing mocaps and just put placeholder anims in your project.

Thanks @Shin_ji that’s some useful feedback.

Root motion control locomotion is difficult to do properly. We looked into it but thought that doing a proper controller would require c++ and not just blueprints (blueprints for animation are somewhat limited). However, we are not sure if the marketplace wants c++ plugins. It seems most everyone just does blueprints.

Do people want c++ plugins?

People been asking about C++ stuff, however to this day there hasn’t been a single one out yet. I do know your pain when trying to get root motion controller working with just the blueprints, first thing it’s very dependable on what type of a character you’re doing the controller for and type of animations you’ve got. For the time being I’m quite happy and satisfied with your approach of setting up the controller. Does what it’s supposed to and can be enhanced and developed further.

As for my previous question, are you planning on adding prone, crouch, sprint set ups ? I mean without the root motion, using your method instead.

Yes, it is definitely something we are considering!