takapart
(takapart)
April 20, 2020, 4:01pm
123
MostHost_LA:
Watched on mobile, so possibly not the best advice.
@ 104, it seems like its jumping frames.
I would use a longer blend time
also, no idea here but are you timing the planting animation based on which foot is currently leading?
basically if your left foot is down, then the animation only has to adjust the right foot and viceversa.
not sure if that’s happening or not.
slight glitch at 120. Not sure what that was or if its reproducible.
everything else looks pretty **** good until the end shuffle. I think that’s like I mentioned before just a blend time thing.
as a side note.
I have used TwinBlast for a couple sample videos myself. Any idea what’s up with his motion blurred clothing? Looks ridiculous, however since I don’t intend to use him in a final project I never bothered looking into it.
Thanks [USER=“3140864”]MostHost LA[/USER] for your very useful feedback like always.
No i don’t, it is orientation warping and ground friction set to 1.5 when moving and changed to 6.0 ~ 8.0 when pivot turning.
Motion blurred happens to me on another character (Sparrow) aswell, but
but it does not appear in 4.21 version.
I know how to fix these glitches, so…
stay tuned for another video and new features.
@pickersZ Do you need a slower video or can you do it on this?
Nope, this is won’t work in build too (UE 4.24). I have an answer from Martin Wilson:
FAnimCurveBufferAccess
For example, code below works in build:
float UCustomNodes::GetNumSamples(UAnimSequence *AnimationSequence, FName CurveName)
{
checkf(AnimationSequence != nullptr, TEXT("Invalid Animation Sequence ptr"));
FSmartName CurveSmartName;
AnimationSequence->GetSkeleton()->GetSmartNameByName(USkeleton::AnimCurveMappingName, CurveName, CurveSmartName);
FAnimCurveBufferAccess CurveBuffer = FAnimCurveBufferAccess(AnimationSequence, CurveSmartName.UID);
return CurveBuffer.GetNumSamples();
}
I still playing with it, but I think this should works fine!
@ Show us your work, please. I’m very curious.