Thanks for the compliments. Yeah its a simple base so hopefully people can take it and improve it / modify it to their needs. For my project I had to use what I found (no custom animations) so I couldn’t really do proper transitions / cohesive movements. The ragdoll stuff is also a simple physics simulation as opposed to the “active ragdoll” that blends animations with simulations to make it look more realistic.
Good to hear you are making progress on your project! Would love to see how you went about it / get a sneak peek at what you did. Climbing systems seem simple in concept but are surprisingly complex if you want to do them right.
As a matter of fact i am using IKinema for the rock climbing WIP, i didn’t know about IKinema when i did the ledge climbing stuff though. But what i need to build for it, is actually something very similar to a footplacement logic, just for both hands and feet. So whereever they are supposed to land, they stay there while being stationary.
I guess it can be done with IKinema and some curves, which is actually sort of what i do now, but im considering the possibility of implementing a custom node to handle it automatically without the curve annotation. Something along what Daniel Lowe mentioned in a GDC talk about Adjustment blending. It will still need a point in time to know when the hand/foot is planted i’d imagine, but instead of being a full curve, it can more be a float (time). Not sure it can be generalized for more complex animations with several plant positions.
Ah, interesting to see you were already doing it with Ikinema. I’ve looked everywhere for a comprehensive set of “parkour” animations that look as good as yours. If you are willing, once you are done redoing your mocap you could easily sell the set in the Marketplace and I think it would be quite popular. I know in my case, I would have easily purchased such a set as long as the price was reasonable. In fact, I wanted to implement more mechanics but couldnt find proper animations :/.
Either way, I’ll keep an eye out on your channel for your updated system - keep up the good work!
Hey man, I’m glad there are persons like you that are willing to share with the community. have u already submitted anything , I have tried different systems but most really need to start with a fresh sample, currently i have some modifiation in my character so I ahve a doble jump animation and some change realting speed to walk crouch and run, rolling and sliding so the climbing systems out there are mostly conflictig with my animation blueprint. i just want something that could properly works, the animations i can fix it but the coding is pretty messy from mot systems.