Yes, you can use it with AI. You just need to separate the input handling into a player controller. It’s a bit of work but not too much. AI functions like SetFocus and such also seem to work (the head turns to where the focus is).
Yes you can add new animations such as crouching if you wish. I am planning to include some upper body layering for weapons in the next update (As well as multiplayer and Foot IK)
Really excited for this update! This system is awesome! Any sort of rough ETA?
Not entirely sure yet. I am actually going to rebuild it from the ground up, as there are some things I can clean up and make a little better. I also need to ensure that it is solidly built to work with networking and future additions. This will require additional testing, and figuring out the best way to add upper body layering (and perhaps more animations) will require more testing as well (plus new documentation). My best guess would be about a month, maybe sooner. It all depends on how testing goes, how quickly I can redesign everything, and more importantly how quickly I can learn new things (I’m self taught and learn as I go). This next update will definitely include multiplayer, and some basic Foot IK, most likely some upper body stuff, and possibly some AI examples (maybe even some ragdoll poses). Climbing, Vaulting, and other advanced mobility features are on the list, but will probably come in future updates after this next one.
Thanks for update, will be purchasing when updated. I’m off the fence!
it’s possible guide how used animation Kubold with your system?
I was afraid that redesign might be necessary for replication. If it’s not too much trouble, can you document all the changes you make? All too often I end up lost trying to sort out how to adapt someone else’s blueprint system for multiplayer only to realize it needed be redesigned despite the author thinking it wouldn’t be difficult for the customer to do it themselves. Sometimes it is easy, but not always.
Thanks for all your hard work.
could there be any way to adapt this to kulbo animations?
Hey, bought this a while ago and I’m having a lot of trouble retargeting a custom character to the Anim BP. The animations are pretty much OK, but the mesh is misshaped and holes appear all over it. Both meshes have the same exact pose.
Do you know why this is happening?
(on the right is the original and on the left is the retargeted character)
So this is most likely a re-targeting issue. If the re-targeted skeleton does not have the same proportions as the original, sometimes things like this can happen. It seems to be that the Retargeted character is using the same Bone Translation Data of the original animations, causing the character to be misshaped. Thankfully this can be pretty easily changed. In the skeleton asset under the Hierarchy window, click on the Eye icon near the bottom, and under the options section click “Show Re-targeting Options”. Once these are displayed you can choose whether you want to use the bone translations of the original animation data, or just use the rotation data and keep the translation data of the Re-targeted skeleton.
You can read more about this here - https://docs.unrealengine.com/latest/INT/Engine/Animation/AnimationRetargeting/
I recommend reading the entire thing thoroughly, but the information you most likely need can be found under the Setting Up Retargeting heading.
Animation Retargeting can be pretty confusing, so just stick with it and you will figure it out. Remember though, If you are able, It is always better to custom make the animations for your skeletons (or retarget in a software like motion builder), that way you have more control over the final result, especially if the character is holding an item with both of their hands, as different proportions can cause hands to be miss-aligned.
Hopefully this answers some of your questions, or at least points you in the right direction.
Thanks for the reply.
Tried changing the retargeting options, a few holes disappeared but nothing else happened. I’ll check out the link now, but could you give me some idea of how the retargeting could be done in Motionbuilder?
Well . my character started Walking and running Fast - not in speed but animation . its going crazy . Help
Fixed it by dividing Speed /2
Check your blend-space settings. If the speed is greater than your highest speed axis value, and you scale animation rate for that axis, then the animation will play faster.
Has anyone tried using the lean run calculations in a multiplayer game? I got everything replicated but its not as smooth as on the local client ( kind of laggy and unresponsive ), so i was wondering if there would be a better approach? I hope its not a limitation by the network system itself. I thought about writing it as native calculation but i fear it won’t solve the issue.
That might be because it is getting the velocity from the CharacterBP, which needs to be replicated and thus has latency. For the update, I am getting all of the necessary info directly from the pawn and calculating them in the Animgraph so they will play nicer…I think.
There is a problem with the FPS, setting the max FPS to about 10 breaks the accuracy of the animation transition. Do anyone know how to fix it?
when trying to implement IK . i had problems . i hooked up the IK system on the anim graph to the rotate root bone . what do you guys think i should do (I Am a beginner/ newbie in UE4 but i had experience with other engines)
BTW i am following Kyle D s IK tutorial
- i figuered it out . you just need to set to set the Y of your joint target location between 200-250
Hmmmm ill have to do some testing. It may have to do with the calculation of variables getting messed up with such a low FPS