Advanced Locomotion System V3

Compartmentalised would be decent. One serious issue is that everything has to be gone through, and changed by someone that didn’t write the bp. So if there were simple character examples a person could go through each one, and understand things much more clearly moving up to an advanced character. I can find all references to camera, and delete, and re write them quickly, remove ragdoll etc. Unreal camera system has good collision providing your moving slowly. If your character is sprinting at say 600 then the camera can go through parts of the landscape, and some light mesh. This is too much to incorporate into an existing character. You literally have to rewrite everything. So it’s just a really expensive blendspace.
Which is why i’m sure he’s bombarded with messages, and emails.

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Hey guys, real sorry I haven’t been keeping up on the forums. I do get a lot of emails, and support can many times be physically draining, as I’m only one guy with other things I need to do as well. I do try to get back to people when I can, but it’s always easier with emails, since things can easily get lost in the forums.

**So when I first started on this system I never intended to sell it. It started as a hobby and a learning project, and was basically my first introduction to game animation and development. I’m entirely self taught, and have no real experience before this ( I also suck at programming…math, right?) It was also something I was planning to use for my own projects, but due to the positive feedback and encouragement I received I decided to give the marketplace a shot. After it went live it kind of blew up and my life has been pretty busy ever since. I had never expected to sell very much and so I greatly underestimated the amount of support that would be needed of me. **

**One thing I learned early after release is that it’s very very difficult to make an asset as complicated and integral as this and have it work for everyone. Character movement and animation systems can be very hard to integrate with other systems (and vice versa) due to the nature of it being directly tied in with many other things. I’m also still very new and have very little programming knowledge so I did the best I could with what I had, and at the very least I hoped it could be a useful learning tool. I would have loved to build a system that was completely modular or “plug and play”, and I still would, but that’s super tricky, especially with something like this. Most of the times in game development, character movement and animation systems are built around the design of a specific game, and so they become highly specialized to work with a specific project (also, it can take months to build a system just for one game, and hiring someone to do it would cost much much more than $60). And even if something is made highly flexible and customizable, it still wont work for everyone. Each game will have its own unique needs and it’s impossible to account for everything. The best approach would simply be to make something as generic and boring as possible, but then you’d get generic and boring results…oh and then there’s networking, which has a completely different set of problems. **

**So yeah. I hope you guys understand the difficulties of some of the things I have to face. Obviously I’d love to make the best thing ever and have it work perfectly in all situations, but I mean c’mon…this is game dev and when does that happen. **

**I’ve been listening to all the feedback I can, and I understand that this system can be difficult to integrate into existing systems, especially for people who are new to programming, animation, and gamedev. I’ll be honest I’ve been wanting to move away from the marketplace for a while to work on my own things, but of course I don’t want to abandon my system either. Right now I’m still trying to decide what I should do. As I continue to learn, I discover new ways to make the system better, but I know that even if I recreate the system for the third time using different methods in order to be even more easy to work with, I’ll still run into some of the same things. So right now it’s kind of up in the air. Also, If I do recreate it, I may have to split up the system into a single player version and a multiplayer one. With networking, some things such as character rotation and physics are difficult to get just right, and so I might have to use some built in features to keep things generic enough for Multiplayer, but I don’t want to compromise on singleplayer quality if I don’t have to. **

**I also know that a lot of people want to see many more features. Again, I’m just one guy so I’ll see what I can do, but I can’t do everything for everyone. As long as I can build a system that is relatively easy to add to, I’m hoping that should be enough. **

Once again I’m sorry for my lack of support in some cases, I meant no offense. I’ll do my best to be more diligent If I can, but please please don’t expect me to be able to solve everyone’s problems right away. Sometimes I simply don’t know the answer as I’m still learning too :slight_smile:

All the best, Caleb Longmire

Relax dude, we dont bite :wink:
Take all the time you need and then even a little more, until you are satisfied with your own creation.

I for myself really wanted to buy this awesome pack after I saw the videos, but after reading like 20 pages in the forum, i fear that it just wont work out of the box for my characters. If there were some easy to follow integration examples, then perhaps you could reach a lot more people! Oh yeah, if you ever include more animations, a proper documentation, integration videos (makehuman/custom rigs/weapon anims/movement customization), then i am willing to pay twice of the current price without even thinking about it.

@**KingTumTum101 **I’d like to chime in and say that a good documentation is everything. The system may be complex and not fitting to every project and scenario out of the box, but if it’s well documented, it’s easy to see what can be applied right away and how, and what needs to be adjusted to fit. Not to mention it’s essential to understanding how it all works to begin with.

Yeah I agree. Heres a link to the Docs that you get with the project if anyone is interested :slight_smile:

Hey there, Thanks for the answer in the email KingTumTum. I’ve managed to turn the character by going into ALS AnimBP and grabbing the value I’ve sent from there in the character’s None state.

My next question is that, the sequencer. Whenever the BP is thrown into the sequencer to play animations, it seems to not be working as it always plays its default idle animation, regardless of the animations we throw at it (They’re all retargeted and everything, so they’re supposed to be working). We were hoping to do a couple cinematics but I’m wondering if ALS is blocking this from happening.

Did anybody else experience a similar problem with this? Are we missing a point i wonder.

Hi there, I’m having some trouble with converting the Transform Virtual Bones code block (in the post process anim BP animgraph) to my character. I see the transform (modify) bone nodes referencing bones called “VB_thigh_l_calf_l” and “VB_thigh_r_calf_r”, however I don’t see these bones in the mannequinn skeleton, and so I’m not sure what bone’s to use on my character for these nodes (I’m using the UE4 mannequinn skeleton). Thanks!

I apologize, just googled “UE4 Virtual Bones” and learned how to create them, works like a charm! :slight_smile:

This is a great system for character movement. There is no way to not be complex about it.
It’s extremely fluid, and It’s worth its weight in gold for learning references alone.
The documentation is well done.
I wouldn’t add any more movements to the character template, or complicate it in any other way. (Multiplayer, side scroller, aim poses, double jumping, crouching etc.)
When I seen 26 pages, and 50k views on this post i knew you were flooded with pm’s, and emails.
The only thing I think that could alleviate that would be having just a most basic foundational set up.
No rag doll, or other movement states. Only third person walking/jumping. So that it would be as close to the third person template as possible.
So every beginner that picks this up can start from something of a more basic/less complex system, and work/learn there way through it.

Ahoy! I’m having trouble making my character with the ALS anim blueprint to play an animation montage (from a seperate blueprint). Is there an easy change to the ALS anim bp to allow playing a montage?

Or maybe a better question to ask: What would you say is the simplest way to externally (from another blueprint) make the character play an animation once, while at rest, and then resume the idle animation state?

Hello, this is honestly one of the best movement systems out there but unfortunately I think I’m too far into my project to use it entirely. What I am trying to pull right now is the IK system from the 2nd update. Off the top of your head what pieces would I need to move over to get that system working on another character?

I’ve transferred everything I can see from the AnimBP and Skeleton already.

I’d really appreciate your help thanks!

Nevermind…

I’m having problems getting the foot IK to work. I’ve added relevant bones to the rig/armature. I’m using Blender. I retargeted and added the post process BP to the mesh. When I enable foot IK the feet twist and are raised above the ground. There’s mention of adding a point and orient constraint to the IK bones. I’ve not done anything like that and I’m unsure how to go about it in Blender. What should the constraints be linked to, the foot bones?

Hi! First of all, awesome system.
I have the same problem of GeeksGoneBad, but I can not figure out how to solve it … maybe my situation is not exactly the same. My custom character has no root bone, it starts directly with the pelvis. When goes on ragdool, the character flying up while twisting on himself. When I try to “get up” the mesh goes in T-position while the rest of the system seems to unhook from it and drop down. Then i can use the character normally, except for the mesh, locked in t-pose in air.
Also i can’t find the two nodes in the ragdoll graph that u mentioned.

Can u help me?

It seems that the foot IK implementation will not work for me with characters exported from Blender as it’s using modify bone on the IK bones instead of sockets.

Hi, Im little bit confuse how AnimNotify_Stopping event working? Its call from anim or blueprint somewhere? I’m using custom movement anim and other with weapon.

I didnt see anything about how to call AnimNotify_Stopping this even to let stop anim working naturally.

Hello,

How in ALS implemented that Mesh ignores yaw rotation of it’s parent component (CapsuleComponent)? With mouse I rotate camera (and capsule), but mesh completely ignores this rotation (SetAbsoluteRotation or something). I can’t find code responsible for this behavior.

FWIW I’ve ran into same issue, where the capsule component and mesh component get desynced (somehow; I haven’t invested any time into it yet), ALS is getting rotation from the controller and somehow that gets wonky after some actions.

Sadly this entire system just feels super wonky, I’m pretty sure what Neste stated is what’s causing my errors, it seems as if Root Motion won’t exactly play in the correct direction because of the Capsule sticking in one direction, after looking through all of the blueprints, I’m not exactly sure how I can resolve this issue, and I’m thinking of completely disregarding this animation system soon, it’s not clean sadly.

I did notice however that animations/abilities are playing properly on the server-side (for the most part), so it seems like this might be a replication problem.

EDIT: Seems like the mesh goes back to 0,0,0 when an AnimMontage is playing, the capsule however works from what I can see, but the root motion just doesn’t want to work…

EDIT2: May have found a fix, added my ‘PlayingAbility’ boolean in the Shouldn’tRotate function

EDIT3: I had to edit a lot, still not perfect, sometimes when playing AnimMontages, clients looking at other clients doing attacks looks really buggy, and sometimes jitters all over the place, or goes in rotation of 0,0,0, like I stated before. Really weird, even after removing a bunch of things, going to look into another solution tonight.

It’s in the animation blueprint, this was giving me trouble too.

It’s done that way because it resolves some replication issues regarding orient to movement. I’m not sure if this issue is still relevant, but it’s designed to take care of that.