Hi KingTut… I had a working Pistol system integrated into V1, and it worked quite well - but I did everything in the AnimGraph between locomotion and InRagdoll.
Given what you have said about how you would do Crouch, I am not sure if my approach is the right strategy - how would you approach this ?
OK I am down to my last problem! I just cannot get the animation working right (and to be fair I am not an animator so I’m not sure if I’m supposed to do something different when turning on IK)
but the feet act like I expect when on the steps - IK and all - but when he runs the feet don’t animate properly… I made a video to see if it might help - any ideas?
Yes but our skeleton is identical to the Mannequin skeleton - but I just looked and I think you are right… I wonder why the ik bones animation didn’t get retargeted over? (off to research…)
I found it… thanks for the nudge in the right direction… It was in the skeleton tree, I had to set the ik bones to “Animation” for their translation retargeting setting - I think we might be there!
after my guy jumps, then lands, the animation for the landing goes through it’s whole cycle before turning back to the running animation - so what that means is he slides for a few feet before running again - the Mannequin does not do this so I missed another small switch / setting - I checked the landing animation for it’s notify and there is a “stop additive land” and after that I’m not sure where to check need another hint
Probably a transition issue. It should be set so that the landing animation will blend back to grounded if the anim finishes OR movement input is being applied. It sounds like the movement input isn’t being set properly. Did you switch character bps, and if so, are you setting the movement input correctly?
I made a copy of your BP and changed out the skeletal mesh and have been hunting down areas where I need to change anything - just missed one I cannot find
Where can I find the area that you are talking about (where there’s a switch for the movement input)
Hey KingTumTum101 First of all, great product! I would recommend this to anyone wanting better animations for their game.
I do have to ask you for some advice on a couple of things. I’m trying to implement aiming (with a gun) into the system, and my first thought was to use the third locomotion state and then a 1d aimoffset with a layered blend per bone for the upper body, so I just have add the vertical anims for the different guns and rifles etc. - this however imposes a big problem in the way that the character is rotated and induces a lot of lag in the yaw movement when aiming. Do you have a solution to this problem? Maybe there’s a way to decouple the upper body animations completely?
Another thing is the turn animations when aiming, if I move the mouse quickly enough the character changes the rotation direction and does a full 180 rotation, which in turn messes with the aiming. Do you have any ideas about how to fix this?
I hope you can understand mmy question, and if not then please tell me if I should illustrate what I mean with pictures or a video
There was actually a problem with the Landing Compression Additive - I deleted it - re targeted it again - and then it was fine - weird but it’s OK now!
I’m trying to use ALS in a sailing game and have already replaced the mannequin with a custom character, but I can’t get the character to walk properly on a moving ship deck.
The main problems are that jumping causes the player to fly forward, the player bounces off any walls they touch, and steps can’t be climbed when the ship is tilted.
Its actually called from a transition. Transitions can call anim notifies which make things super easy. Click on the transition from the conduit to falling and you will find it.
Hello, I still need help turning off the IK for Prone. I know King is working on it … but wondering if anyone has any ideas. The PostProcess_AnimBP has a Switch on EmovementMode, with Walking, Falling, Swimming, Flying, Custom (currently being used for ragdoll)… which could be used I think to switch off IK, if so, then how do we add Prone and other locomotion states to the Switch?
UPDATE: Seller already replied, and on top of all our questions. Without a doubt, this should be the first purchase anyone makes on the Marketplace. The systems is very expandable, and coming along great. Can’t wait to add swimming!