They are here:
https://archives.nucl.ai/recording/bringing-a-hero-from-paragon-to-life-with-ue4/
and here is another one:
They are here:
https://archives.nucl.ai/recording/bringing-a-hero-from-paragon-to-life-with-ue4/
and here is another one:
Are you 100% positive you werenāt just missing something like floor friction from the equation?
the movement component has a specific breaking friction parameters that lengthens/lessens the movement.
Also, since we are kicking around ideas, hereās a live talk on NOT using the movement component
this is an alternate talk with Laurent Delayen in which he essentially show the same things as the other talk (minus the warp nodes I think)
this is a talk I need to watch again as it describes the control rig stuff as well as the IK bone stuff in detail
Thank You for these links.
Are you guys using four different blendspaces for each direction (north, south, west, east) or just a 2D Blendspace?
Are you asking about start/stop or walking/jogging states?
Walking / Jogging
To be honest, I dont really care about it now.
I want to polished start nad stop animation and then focus on different states, so iām using blendspace with two axis, one for direction from -180 to 180 and for speed from 1 to 3.
But it doesnt mean i do not want to.
Added turn in place support.
Why bother?
You can achieve a perfect result of character and movement synchronization using rootmotion animations & root motion controllers, but thereās several issues with that:
First of all, with root motion the movement is baked into the animation and cannot be adjusted for gameplay reasons, canāt control the movement speed beside playing the animation faster (small margin before looking bad), if you want your character to drag more than usual because of ice on the ground you canāt, while using charactermovement component ground friction could do just that for the capsule movement.
Another issue is replication, root motion is driven by baked movement into the animation, while classic capsule based movement (CharacterMovementComponent) is driven by predictable, efficiently replicated kinematic equations.
Last but not least, artistic control, handling camera for kinematic driven capsule movement works extremely well and can be handcrafted to extreme details without unwanted movement getting in the way.
That looks amazing!
Do you have a tutorial or a repo with example setup? Would love to learn how to use this technique
You should really check this presentation from Laurent Delayen :
https://archives.nucl.ai/recording/bringing-a-hero-from-paragon-to-life-with-ue4/
Great work!
thanks !
@ Keep it up!
Would you be releasing a marketplace product or release it to the community or just to show it off?
Havenāt released anything to marketplace yet. Guess if the game iām working on isnāt working out iāll be releasing a lot of things, including this plugin.
releasing for free or you gonna sell it?
New video below:
** Still needs more of work **
nice improvements !
@ thank You!