Advanced Locomotion System V3

Well . The animations in Unity Asset Store arent That good for my use case . I guess i will use Some place holders until i make my own when i have spare time

I want to do a sphere trace for where the player is facing (Mesh) but instead my trace changes direction to where i am looking at with camera . what should i do

How about you go troubleshoot your animation problems in your own thread instead of hijacking this thread.

Sorry . but if you dont like my replys Ignore them . The problem that i asked about was related to ALS . the system i created with the TPS template that comes with unreal engine works fine . when i tried recreating it here using ALS . i had this problem .

Its because the capsule always faces the control direction. You can cast to the AnimBP and get the Character Rotation rotator to get the direction the character is facing.

Thank You good sir :slight_smile: i appreciate the help .

I purchased this set recently and I’m absolutely in love with it; retargeting it for use with my character mesh was fairly easy for the most part, though took about half an hour to 45 minutes-ish to work through the animbp and blueprint to kill all the resulting bugs; they’re to be expected though, I think, given that my method is about as efficient as kicking a bull in the 'nads.

A small wishlist to help you motor along:
-A couple web tutorials to support this product. It may seem excessive, but I think the added value could prove quite beneficial to the uninitiated. In my mind, these tutorials would include:
-A video to convert the project for use with one’s own characters (You can cut the length down by simply implying that retargeting experience is a must; there’s lots of tutorials out there for that already)
-A video to add functionality; additional locomotion modes, for example: combat? I’m struggling with this one a whole heap right now, tbh; your method of building these graphs is totally different from what I’ve used before!

-Additional swappable, modular locomotion types to help make this set a more complete, rounded experience. They only need to be the basics; These could include, or simply contain templates for:
-Pistol locomotion
-Rifle locomotion
-Crawl and Crouch locomotions

As it stands right meow, adding additional content to enhance this is not what I would call ‘straightforward’ for the end user, so I think some improvements could be made on that front (I could be wrong, though; Again, I’m not familiar with your methods as they’re quite a bit more advanced than what I’ve previously built)

That’s about all I can add before my second cup of coffee. To summarize: a small tutorial series, and some modular locomotion templates to make it easier for end users to add additional states could help this product succeed even moreso than it currently does. I love your work, and I sincerely hope you continue to iterate on this for a good long while!

Cheers!

EDIT:
Also, moving / rebuilding the system into a player controller file instead of the character blueprint could help modularity in the long run. I’ve been trying to convert it in this manner, but so far no luck. :slight_smile:

Hey, thanks for the really great feedback! And i’m glad you are enjoying it so far.

I’m currently in the testing phase of reworking the system, trying out different approaches and seeing what will work best for as many people as I can. Creating a good locomotion system for a single project is no small order, but attempting to make a system that works for EVERYONE is really tough, and I need to take a lot of things into consideration, as I have no idea how people will end up using it. Plus, animation is difficult in general, as different people make animations in different ways and they don’t always work together.

I am definitely focusing on making everything more straightforward and easy to use / expand on, but in the end it still comes down to the buyers personal experience level with in-game animation. That being said I am trying to simplify everything that I can, while still retaining flexibility, as I want this to be easily modifiable and expandable for future updates. Hopefully I can create something that meets these goals with the next update (Im hoping around early April, as Ive hit quite a few speed-bumps and roadblocks that have slowed me down).

I do plan on implementing some form of Upper-body layers, but I cant say for sure if they will come in this next update or the one after that. Also, additional example locomotion types are on the list for future updates well, but my primary focus is just creating a good foundation that people can easily build upon…And having basic networking support, as that has been my number 1 most requested feature. And yes creating tutorials is something I’m heavily considering, as Ive had quite a few requests. I would probably end up using Kubolds locomotion pack as the example, as many people have asked how to integrate them into my system.

I’ll have to see what I can do regarding the Player Controller. Ive had a few people suggest it, and Ive given it some thought, although Ive never used or created one before so Id have to learn how. Also, I feel like it may have its own disadvantages, since A: Many people are just getting started and don’t know how to properly use one yet, B: Anyone who has an existing one for their project would have to merge them anyway, and C: There is always going to be some amount of merging and reworking to be done for anyone trying to integrate this into their existing projects, and having an additional layer may just not be ideal. But again, I’ll have to do some more research and see just how advantageous it would be.

Anyway, thanks for the feedback, hopefully I don’t disappoint with this next update.

  • Caleb Longmire

this system is amazing, easy to understand and to apply to custom characters, but i’m having a problem, i tried to use it with basic AI behavior tree using a move to random location, but when the ai is walking it slides sometimes.

all i edited was this V

[spoiler]

[/spoiler]

Hmm. So this is most likely happening because the ‘ToIdle’ boolean in the Animgraph is getting set. In the ‘Set to Idle / Stopping’ graph in the AnimBP, try changing the condition for the branch that sets ‘Stopping’ and ‘ToIdle’. My suggestion would be to lower the float value that Speed should be less than (default 165) to something like 100. The speed on the AI characters probably jumps below 165 sometimes. Hopefully this will work.

https://gyazo.com/50530f38fe27b563f63ca31e2bd30033

Very usefull! thanks for this.
It is possible to tweak certain value to make the animation turn in place more faster ? at this time clamping camera angle work fine but if you move faster left/right the camera is stuck during the turn in place.

Yep thats possible. You will have to shorten the length of the Turn Curve, and then increase the playback speed on the montage to sync it up. In V2 it will just be a matter of increasing the playback speed as I am doing away with the Turn Timelines and curves.

Kia ora

Thank you for the reply email. I did find the Doc’s, how ever as a non programer they may as well be wrtitten in chinese. for give me mate,… I’m really really stoked a toll like this has come along and I DO know you’ve put a ton of work into this and the Doc’s (which are writtern for programmers and animators, people with a working knowledge of such things). Having NO tutorials for getting this to a use able state for NON tech people like artist hobbyist is going to be a major let down I feel and it is for me, I read the thread and while you say theres a lot of tutorials out there. NON are made to relate to YOUR product, nor do you even bother to explain where to start. I would have thought it would be designed so as a buyer could go to the default capsule use the drop down menu to select this Mannequin to replace the default and update the input data, done and dusted. At this point I have to what retarget or something. we are going to NEED a tutorial that ralates to your setup, kit bashing and hacking somebody else’s thought process is going to end in fail for so many of us.

Again I love what you done, you just didn’t give me the tools to use it. let me learn to drive one before you tech me to build one please. I look forward to your tutorial on how to use Karbols animations but first I need to be running round with this char. once I have a working char THEN I can learn to retarget and change the toon or add custom animations or change/edit keybindings, I say that cause my first thought was CTRL to walk needs to be a toggle (for me as been since Morrowind)

Thanks for a great product but please I’m in the deep end no snorkle

Hey sorry, I’m having a difficult time understanding what you need…“I would have thought it would be designed so as a buyer could go to the default capsule use the drop down menu to select this Mannequin to replace the default and update the input data, done and dusted.” I think you may be misunderstanding this system a little bit. Its a combination of both the customized CharacterBP and the AnimBP, working together to do what you see in the video. If you are trying to use the AnimBP without the correct Character BP, then the AnimBP wont get the variables it needs to function properly. What exactly do you mean by “default capsule”? Also, the mannequin is just a skeletal mesh, and it needs the AnimBP to animate. If you want to replace the skeletal mesh with your own character, then you can Re-target the entire AnimBP to another skeleton. As far as the documentation goes, well, I’m not a programmer either…I don’t really know how to code. Blueprint is a visual scripting system that makes it possible to script things without interacting with C++. The documentation covers the functionality of the Blueprint nodes and explains what they do and why.

Like most other systems on the marketplace this isn’t perfectly ‘plug and play’, especially since it is heavily tied into character movement and animation. There will always be some type of integration that will need to be done when combining any two projects. This project (again, like most blueprints / systems on the marketplace) assumes a basic knowledge of UE4, and a basic knowledge of how to use Blueprints. I’m sorry I was not able to easily accommodate users who are completely new to UE / blueprints, however, there are many existing tutorials that can get you started and teach you the ins and outs of both Blueprints and animation. However, I will take your feedback into consideration moving forward.

Very cool asset.

Hey man, awesome work, saw it a couple of times in the past, glad you got to release it.

I am curious about one thing though… how did you properly detect when the ragdoll has stopped moving enough to go to the transition animation? Every time I tried there’d be one small bone twitching and reporting a huge velocity that wasn’t actually there. It’s been a pain.

I don’t do any sort of detecting. I figured out that if I add a rigidbody to the Root bone, and disable its collision with the other bones, then, only simulate physics on the Pelvis and up, I could seamlessly blend back and forth from an animated state to a simulating state. Then I just set the capsule to follow the pelvis joint of the character, and since the Root bone isnt simulating, it stays fixed in the correct position at the bottom of the capsule.

Hmm… I’m not sure I got all that but it’s 4am here so I ought to re-read it in the morning hah. Thanks for sharing.

Kia ora

Sorry if I was not really clear,… I would normally start a project with the third person char, It seems I am not the only one having a little trouble replacing that with this char, it was that capsule I was talking about, thinking I could swap out the third person char with this one but it’s not that straigh forward I see. you Doc don’t mention ANYTHING about how to get it working and I understand I need a little UE4 understanding but a little hint would put some of us noobs on track, eg: to get this so you can use it dirctly as you main char youe will need to retaget it or these are steps for that process process that will get you started I am NOT ungrateful at all I just needed so doc’s to set me on the correct path and where to start. Will retageting do the trick for example?

Ahhh I see. So you are misunderstanding some things. Basically my system is a replacement for the default third person character, so you cant just ‘swap out’ characters like that. My system is a combination of a Character Blueprint and an Animation Blueprint, and they have to be together in order to work properly. So, Instead of using the default Third Person template, use my CharacterBP. It really comes down to a super basic knowledge of CharacterBPs and AnimBPs, and understanding what they are, what they do, and how they work together. Think of my project as something like the default third person template but with a ton of extra features. Also, for the future, I would highly recommend holding off on any marketplace purchases until you have a basic understanding of UE4 and some experience doing things in it / watching some intro tutorials. Diving straight into a new engine and purchasing assets will only lead to confusion, and since its usually a simple misunderstanding, having some experience in the engine beforehand will prevent that.