Advanced Locomotion System V3

Thanks for making this system free for a month… Its great… Just one question. I have a landscape and am using ur character on that, how can I stop the camera in 3rd person mode falling below the landscape?

I want to say thank you also! The system is beautifull.
To add some camera collision, look at how it’s done in the default 3rd person template and begin to mess with MannequinCharacter BP :slight_smile:
ie, springarm + camera.

That was to easy LOL… I have attached a screenshot to help others… Thanks silik1 :slight_smile:

I’m probably being dumb, but is there a way to change the camera distance without it moving back to X 300

Hey all, can anyone point me in the direction of the documentation? I’m trying to get the rotation system to work.

If I edit this plugin at all it breaks. It’s very frustrating. I always have to go to a backup because he freezes and slides instead of works properly. Literally I am talking adding a function and not even executing it yet. Literally breaks for no reason.

Also cannot edit the cameras.

Can anyone please tell me how AnimNotify_Stopping works? While trying to use different stop animations depending on the enum, it only works for the original and it seems like the foot position returns 0,0 for any other enum member.

Wow, you saved me so much time. I was one of the first to purchase ALS, but gave up back on on version 1 because it was so difficult to add states and make changes. After reading all the positive comments on version 3, I decided to give it another try. I followed the author’s new videos on adding custom characters, and the IK stopped working on everything. This fixed it for me… Great help.

If you have any more fixes, please post them. For example, I am trying to clamp the 1st person rotation so the camera does not see into the mesh when you are looking down at your feet, but can’t find the fix for ALS Version 3. Found an old one for version 1, but not 3. Don’t understand why the author does not add things like this… this is one of the reasons I got frustrated and stopped using ALS.

An example on how to add a new state, such as swimming, would be really helpful. Not sure how to turn off the IK when entering the water and transitioning to the water state (when diving, walking, running, or falling into water), or how to transition out of water when walking up on a beach or jumping onto a boat, or how to transition into different swim states such as surface swimming, treading water, diving underwater, treading idle while underwater, and the such. After playing Assassin’s Creed Odyssey for a bit, it would be great to add a solid swim state to ALS… I bet about 500 users of ALS would be interested in this, if anyone has figured it out. I understand how to do these things in general, but not within the ALS framework, with is very powerful, but complicated.

I understand that everyone is over at the ALS Discord, but this is still a very useful way to post helpful information, as is the Discord.

Thanks again for the great tip.

Hi, don’t know if this is the appropriate place to ask this, but I’ve integrated ALS to my project and everything works except turning in place. The player rotates the head and the feet just do an awkward shuffle but doesn’t rotate towards the direction I’m looking. I haven’t actually changed anything in the original files that should’ve affected the ability to rotate, even if I remove the one change I made it doesn’t do anything.

If some of you still have issues with the Turn-In-Place system and you have retargeted the animations, you need to make a change in the non-montage animations from the Animations/TurnInPlace folder.

Open your retargeted turn-in animation, such as ALS_CLF_Turn_L90, then click on the “TurnInPlace_AnimNotifyState” and change “Montage” to the retargeted one with the correct skeleton in the details panel. Save and repeat for all the turn-in animations, and voilà!

I haven’t used ALS in a long time, feels like the author abandoned the thread too, maybe the plugin as well. I just had this bookmarked and didn’t know what I was opening, otherwise I don’t check it either.

IIRC - and I may not remember correctly - this is because of the anim notifies for turn in place needing to be updated. The turn in place system is honestly convoluted and poorly designed.

I’m actually amazed that this asset is still listed as network replicated on marketplace.

Unfortunately you will be hard pressed to find anyone with this level of animation ability as well as networking ability, usually someone will have one or the other, not both, and teaming up to make something like this (or doing it yourself if you can) will never generate the amount of income you could make simply by finding a job and working normally.

I have a character which uses the als skeleton, the als physics assets… all seems to be fine, but foot IK is still not working.
what could be the problem?

nvm, in this video it’s explained that it’s a bug and how can be fixed

So in the past you had to create Virtual Bones if the skeleton had no IK Feet, however, now using a skeleton with IK feet - slightly different aligned, the feet still won’t move. Again, you have to add 2 Copy Bone nodes to make it work.

Not sure if you fixed it, see my post above.

Can anyone please tell me how AnimNotify_Stopping works?

UE4 instantly crashes when I retarget Mannequin_AnimBP (to a Polygon pack skeleton) as shown on WWOC Setup 3 video, any ideas?

It’s because of animations with “Additive” animations assigned inside. To make it work, you should find which animations have additive animations set, clear them, retarget your skeleton, and assign them back.

Can you go into more detail with this? How would you clear the additive animations?

I’m having the same issues. Whenever I retarget Mannequin skeleton or AnimBP, the engine does a hard crash.

-Edit-

Okay, I did an asset audit on the Animation folder and removed all additive animation links. Then retargetted it, then went back and re added to additive animations. This fixed it and now I can transfer between skeletons without an issue. Quite the headache.

Does anyone know what causes this?

Using ALS v3. I have an issue with my NPCs in my game which are child classes of the ALS Base Character. They run around, but I can’t change their Gait event. Using the Set ALS Gait Event node, nothing changes. Why is this? Can i fix this?

Any documentation/guide/tutorial how to use ALS_V4 with Character Creator 3 meshes or how to transfer virtual bones from ALS to a custom character?
I can retarget the animBP, but this doesn’t seem to account for everything (for instance, climbing does not play any animation, I also get a jittery idle animation with footstep sounds while stationary).

Upon importing the CC3 character onto the existing ALS skeleton I experience a persisting editor crash.