Advanced Locomotion System V3

So i tried to duplicate the ALS Character & Anim BP’s, so i can (try) add stuff too them without ruining/overwriting the original, but whatever i try, the ‘new’ (read; duplicated) character isnt playing any walking/running/lookat animations, it just slides around? Ive made sure to point the ‘new’ Character BP too the ‘new’ Anim BP, but yea, its not working, the only thing that seems to work is the ragdoll & unragdoll, wich is strange because those are anims too…?

Any tips highly appreciated, im sure im just overlooking something small here, but cant see what atm.

Edit:
Got it working, somehow (even though fully aware i had too) i just completely skipped the step of updating the references in the anim & character bp’s to eachother… derp.
For anybody struggling with this/running into the same issue, you basically start by changing the variable type of As ACLAS BP in the ‘new’ anim bp to your ‘new’ character bp, then you deal with all the errors that pop up by recreating and re-attaching nodes across the different blueprints, then finally make sure you change the onjump event reference in the character bp (since it doesnt error it isnt as obvious) and you should be good to go.

Im definatlly getting somewhere now, got feet+hips IK working :smiley:


(red boxes at feet are bone positions used to start a trace from, red-green line along the z axis are the traces, green spheres are trace hits, the rest is just collision model wireframes)

Getting feet IK was actually pretty easy, i just copy pasted pieces of blueprint from the Animation Content Example (see 1.8) and added that too the copys i made of the ALS Character and Anim BP’s, which was pretty straightforward due too the great structure & commenting of ALS. Then it was a matter of adding sockets for the feet bones too the skeleton and it was ready & working. That Content Example doesnt have any logic for ‘dropping’, or what ill call ‘hip IK’, so for that i went over this thread, its a bit hard to get trough but eventually i managed to take what i need from the main post and some of its replies, and got that to play nicely with the feet IK from the example, last bit was some super basic logic so that when a ‘floating foot’ is dragging the entire character down, the non floating foot is pushed back up again, and here we are, feet+hips IK :smiley:

Not sure yet if i wanna share what i ended up with, since (a) im unsure how good/bad it is (although i like to think its ok, seeing how its based on content example and bp’s by some guys who really know their stuff) and (b) idk what KingTumTum101’s plans are regarding IK (besides ‘would like to add’) so for now i just suggest everybody that wants this to look at the 2 links above, pick apart that content example and the IK thread and your 90% of the way there, the rest is just a matter of logic thinking and trying some different variables.

Next up im gonna

  • add more/better-placed animation notifies for when the feet lift/land (this is so it can be used to toggle the IK solver on/off as needed)
  • add the feet rotation, atm feet look weird on angled surfaces (good thing this is also covered in the linked IK thread hehe)
  • set up some better coordinates for the feet IK (atm feet sink slightly into the ground wich is meh but didnt matter much for getting the thing to actually work)
  • maybe try implement that if a foot is floating and cant be placed (ie; theres no ground within acceptable range) it will play into a sideways falling anim into ragdoll… :smiley: idk how hard this will be yet but would love to get that working

Heres some more pics cuz im so proud :smiley:


And a last one cuz this was a funny bug (which i promptly dubbed ‘ministry of silly walks bug’, possibly some easter egg in my game later lol)

All of this was about 2,5h of work, spent a bit longer because i was trying some things, and took ~1,5 day because i was also checking random tuts i could find on the subject of foot placement in ue4, but those 2 links are really all you should need.
Tomorrow ill be looking at the ‘next up’ list :smiley:

Oh man, that’s absolutely extraordinary! :slight_smile: Hopefully something like this will make it into an update in the future! :stuck_out_tongue: hint hint

^ Thats basically up to KingTumTum.

Like said first i wanna add a few more features, and go over everything again to make sure its running as optimized as it can (for example im seeing a very occasional ‘micro spaz’ atm, pretty sure thats cuz bits and pieces are conflicting)
After that id be happy to send it all back to KingTumTum, although i do kinda feel like a little compensation would be in order, considering how (imho) vital IK is in a locomotion system, so yea, maybe if i could get a percentage of the cut on future sales, or a (partial) refund on the system itself, that be nice. Again, all up to KingTumTum, i dont really wanna come across as somebody just here to make money, i just do realize that IK is apparently one of the harder subjects of UE4, so i’d be willing to share it, but yea, i would like a little ‘return’ on my efforts.

If thats not agree-able, thats fine too, thats why i share the links that got me to where i am now, all it really takes for people to do this themselves is some time and logic thinking :slight_smile:

I really wanna use this character system with inventory systems that i’ve downloaded from the marketplace, but it’s so hard to do so. How would i get this system to work in another character blueprint?

Hey thats looking pretty good!

Ive been experimenting with some IK as well and have gotten a pretty decent and efficient system working. Basically I am using the IK bones in the rig, a LegIK node (so the legs follow the IK bones which has animation baked into them) and then using traces to get an offset value, and then using that to transform the IK bones up or down (I also offset the hips). This way I can have IK that works during the locomotion cycles instead of just standing still. It still needs some work but its pretty good for starting out.

The best way would probably be to just copy what you need into your existing blueprints. As long as you send the correct vaules over to the animbp (make sure you update the references and re-hook the wires) you should be ok. You can use my support email if you have any more questions or run into problems.

How to prevent this happening when turning around in TFP mode?

You could try clamping the camera angle.

@KingTumTum101 about the IK:
Nice :smiley:
Ok then you wont need my work lol.

Been going over my own IK again to improve it a bit, and was pointed to a very well documented tutorial, that may be of use to you aswell :slight_smile: http://unrealdevelop.org/2016/11/15/ik-feet-placement-setup/

Btw personally i decided to just use the foot_l and foot_r bones, not the ik_foot_l and ik_foot_r, reason is that im not sure what skeleton i may end up using, and therefor idk if my final character will have those bones. (and in the animations i have from ALS, they dont animate either)

@IndieCrusader about the clamping of camera angle:
Look on page 1, somebody made a video tutorial for that…

This looks amazing. Before I purchase, would you mind telling me how this would work on a moving surface? The character would need to be able to walk on a ship while it pitches and rolls, and another modified version of the Third Person BP I tried couldn’t do that at all.

Thanks, and great work!

Hmmm…The only testing I’ve done has been with simple moving platforms like elevators and conveyor belts. I’m honestly not sure about pitching and rolling. It should be OK as long as the capsule stays oriented upward, but if you are changing the capsules orientation as well then I’m not entirely sure.

If you decide to purchase it than id be glad to help you out if problems arise.

If it works on elevators and conveyor belts, that’s good enough. The capsule never changes orientation.

Thanks for the reply, will try to purchase tonight!

Ok. I do calculate the linear velocity and then subtract the velocity of whatever the player is standing on. If this causes issues just tell me and I will show you how to fix it.

One bigger improvement that you could do is to separate the input handling from the character into a player controller. It’s quite the pain in the *** to rip out all the inputs from the character and replacing the inputs with events and functions so that AI controllers can use the same character too.

Ok Ill take that into consideration. Ive never used a player controller before.

Just tested and so far it works, but the idle animation is missing. Anyone else getting this error?

ok, I Already buyed this! :DDD

so, one question. I must copy all to my character blueprint in the hardway or there is a easy and fast way to do it?

Unfortunately you might have to do it the hard way…as far as I know there is no easy way to merge Blueprints. If you run into any issues you can email my support email.

So can this be used to control AI movement?

Can anyone who has the package comment on potential ease of AI integration?

Has anyone tried adding/creating new animations to blend in eg holding weapons/stealthy crouches? Is it difficult to grasp?

Trying to learn animation since seeing this post, very tempted to buy but still on fence until i can understand what it does exactly.

Regards
Slinky