My inner Jedi approves, really love the lightsaber equip animation, feels dynamic, from a jedi meaning business!
Hhaha xD Thanks! <3
I think if you arenāt already using root motion you should. It could potentially eliminate all foot sliding without having to do much of anything (except edit it that way at the start?)
Personally, Iām stuck on getting some clothing to work/play nice. I donāt āhateā the process, I just think that the clothing tools/brushes need the same UI love that was put into the landscape and other tools. the way they work now drives me nuts.
root motion feels sluggish and unresponsive, and isnt very flexable, which is why we are going through such a hassel in the first place. also it does not support networked play.
All of that means you are using awful animations.
Try a mocap source with a proper setup, we can talk then.
As far as network goes, it would be fairly easy to implement a replication for it. Just like you are playing other animations at the same time without root motion.
The reason it isnāt done is that a small amount of lag Could mean the animation starting at a different time, resulting in a desync experience for the players.
āāif you re-factor that to add some sync points you could get same or better result then you do otherwise.
thatās why you donāt replicate animations⦠just make sure they are driven by reliable variables that are replicated⦠like acceleration.
In-place animations for networking are cosmetic. they donāt need to be reliable⦠and certainly they donāt need to take up network bandwidth.
[USER=ā3140864ā]MostHost LA[/USER] advice with sync markers is excellent. You can make an anim modifier object to auto add them to multiple animations.
Are they yours?
If you mean tools, yes. They extract information about character movement from root motion animations and creating curves for āIn Placeā animations. The foot sync marker tool can be applied directly to the āIn Placeā animation. These tools just are Animation Modifiers.
Update:
- smooth switching between locomotion types
- Speed Warping
Speed Warping is working well, but the final result needs more polishing. Kuboldās run animations have different speeds, without Speed Warping it will be hard to move the character in all 4 directions without foot sliding. I think itās possible to avoid the foot sliding without Speed Warping, but it will require the same speed for all animation in one locomotion type (walk, run, sprint) and a lot of magick Anyway I donāt know how to avoid the foot sliding when character changing locomotion direction. Maybe I need to apply some foot locking with IK.
Just a few glitches.
foot IK should always be on when feet are grounded. Having a good solver is important to avoid hitches that look sort of like the last few seconds of the video.
That could either be a bad animation loop, or the IK misfiring.
I do like the run cycle animations, making them smooth like that without mocap is pretty ā ā ā ā hard.
Re avoiding the slide during the direction change, if you are changing the speed as well it is incrementally more difficult then if you just cap the speed or keep it constant until after the transition.
you could set up a statemachine with a āprev speedā non looping blend space to tie the 2 together.
you also need to expose and provide the entry frame for it.
The advantage is that you have a fixed situation which leads to better temporary control.
@
I know what it is. Great!
[USER=ā3140864ā]MostHost LA[/USER] great tips! ;d
I using mocap animation for lean behavior, itās better and more natural than just single frame additive animation. The speed within the selected locomotion type is constant, itās changing only when locomotion type is changed and I interpolate speed between locomotion type transitions. I think hitches at the end of the video will be fixed with stop walking\running animation, I havenāt added them yet. I using Blend Space for each locomotion direction and blend between them manually, like in ALS v4. I have IK for both foot and it always is switched on. Maybe I do something wrong with it, but I think I need special features for locking the feet on the ground (itās required some curve).
Yep, it looks like I summon the satan!
P.S.: Thanks for your advice!
Personally, I turn IK alpha to 1 if any of the 2 animation curves give a readout > 1.
this isnāt necessarily the ābestā behaviour, but having it match the value of the highest curve is som-what nonsensical too.
As I think I mentioned before, usually at least 1 foot is down requiring you to have the alpha value to 1 for the solver to solve.
The curves (left and right foot) are used as the Alpha to position the IK bones for the solver to use. So they drive the IK placement while another variable (float) drives the IK.
- if that was your question
Yep, I understand what do you mean. This is my IK solver, I using bool instead of float for switching on and off IK for each of foot, and when a character is moving these bools is always are true.
This is a very simple IK solver and it works fine on slopes, but it needs to be improved, but at this moment I donāt know how to make it better.
#AlmostDone
yassss!! Canāt wait!