Advanced Locomotion System V3

I hope it is available as soon as possible…:slight_smile:

Hi, I purchased your pack and have been trying to figure out how to make it multiplayer compatible, glad that you’re releasing it soon, saves me the trouble :D. Any chance you can give a rough date? I want to build a multiplayer game around the system because your blueprints are clean and well documented

Hopefully soon. That’s all I can say at the moment :slight_smile:

Very interested in the new version and would like to help in beta testing

Thanks for the fix. Works perfectly now.

What software can I use to rig a character so that it can be retargeted to work with ALS? With Mixamo I get stretched legs and arms, and with Makehuman I get random triangles all over the place. All the bones are defined correctly and the ref poses match exactly.

Any help would be hugely appreciated!

Lands Unkown, there is a mixamo skeleton to ue4 mannequin retargeting plugin that is about to be released on the marketplace that I am hoping will accomplish what you’re asking for. Thread should be on page 2 of this forum.

That’s awesome! Does it work with all the animations/morph targets that ASL uses?

I believe the idea is that after the conversion of the mixamo skeletal mesh using the plugin, the mixamo skeleton will match the UE4 mannequin so that any animations targeted for the UE4 mannequin (these ASL animations for example) can be used without weird distorions as you mentioned. This is just my understanding of it though, I could be wrong.

I see, I’ll look into purchasing when it supports 4.16.
Thank you for all your help!

Actually, for anyone with the same problem, I just tried Iclone’s character creator now and it works perfectly! There’s a checkbox that says “use Unreal skeleton” or something like that which does everything for you.

Awesome just picked up Kobold pack as well then :smiley: Only real question is if we are talking weeks or months

Weeks. Still need to finish up some things and do a bit more testing.

I can live with that. I’ll schedule our character development sprint for the end of June then.

i think… so beautiful :slight_smile:

I let AI using state2 and set controller rotation to make AI face player when combat(like dark souls), but always not working when AI move to back or other location.

Turn on/Turn off Use Controller Desired Rotation / Orient Rotation to Movement not affect it also… :frowning:

Anyone have idea?

I have a question, when I use the normal TPS camera (state 2), I want my character look at enemy when attack, but leave the camera in the current position.

I tried use “Set Actor Rotation” and “Set ACtor Relative Rotation” but this don’t work, the character still face the camera rotation.Is there any option enabled on your system that prevents use of these functions?

By default, the character faces the Control Rotation, which is the camera direction. You could change this by using the Actor rotation in the AnimBP instead of the Control Rotation. This is something ive changed in V2 to make it easier to do the kinds of stuff you want.

@KingTumTum101 is it possible to get a playable demo? We are very interested in your asset but would like to check it before purchasing. :slight_smile:

I may release one after I release V2, but I’m not positive. We’ll see.