Excellent job! Doing the same
Itās very interesting how did you manage to continue playing jog stop anim as capsule movement stops early than anim length? Aslo I feel like jog stop anim playing too fast in my code. Do you tweak anim speed?
Excellent job! Doing the same
Itās very interesting how did you manage to continue playing jog stop anim as capsule movement stops early than anim length? Aslo I feel like jog stop anim playing too fast in my code. Do you tweak anim speed?
New things will come upā¦
is this from Epic? 4.23?
@ Nope, itās mine- customized.
Nice, iām actually using the default one here.
@ Thanks!
Update
I have expanded Turn In Place state using Distance Matching, when delta angle between root bone and actual capsule rotation is greater than absolute value of 60 and
using my customized and Extended Rotate Root Bone Node.
looking great !
The logic is there, now you have to fine tune animations. At 0:23 itās either playing backwards or missing frames.
Your AO with the rifle seems to be snapping side to side. ~0:58
In my opinion, you wouldnāt readjust your front foot when turning while holding a rifle.
unless thatās happening from the 180deg. Turn sequence also firing the 90deg because the overall angle was above 280deg. The problem there becomes that the first turn in place adjusted too much. I suppose if you say your angle is set to 60 it might be cause by a turn longer then 120deg.
I fixed something similar, in my case it was caused by a stack call.
The order of operation was also important, the 180deg turn had to take precedence over the 90 math wise in order to avoid the double fire.
Other then that itās looking like a solid start - animations arenāt as important as the nodes. (Even if baselining a good set of anims allows you to retarget anything to them).
@ thank You!
[USER=ā3140864ā]MostHost LA[/USER]
At 0:23 its not playing backwards. I think the problem is with the turning 90 left animation itself, because the time on the curve float, when the first feet touches the ground itās not properly setted up with this technique like in the TurnInPlace 90 Right is. The best solution for this will be mirror 90 right animation to the left side and use it for left turn.
The main reason of snapping riffle side to side, itās that because itās not interpolated, so it doesnāt look smooth.
About readjust foot do you mean situation at ~0:41?
May you mark on time?
Thank You for your feedback.
0:51 for the double animation - it looks like it plays 2 different ones
0:58-1:00 You can see it clearly here, the front foot is almost in range to be OK, but then re-adjusts again. This may be a result of only having 60Deg to adjust. or a double fire that was stacked up if you are using a recursive function for it.
Either way, fine-tuning these animations is a process. it takes a while and because they are usually in place itās hard to figure out whatās going on without the root bone rotationā¦
Ok, I see. Youāre right.
This only happens when i want to turn angle, which is less than 90 first and after turning i set angle higher than 90 degrees.
If i start PIE and at the beginnig i will choose angle greater than 90 degrees that thing doesnāt happen.
I havenāt noticed that for NON-Rifle TurnInPlace.
Are you using anim curve to manage the turn value of the root bone? If so, the curves may be different between the 2 turn in place animationsā¦
Yes, Iām using it, but the problem lies elsewhere.
To be more precise, itās connected with reseting TurnInPlace state when turning itās finished in Riffle State.
Double fire takes TurnInPlace 90 Left Animation everytime when delta angle between root bone and capsule rotation is coming to reach 0 degree, so it is why it looks like on the video.
It doesnāt happend when i set Riffle State as Main - Idle State.
I know how to fix this.
Ok guys, I have fixed this.
::beep::
Next Update
Video:
Almost there, the initial animations are twitching a bit. Iām guessing your turn in place is either slightly offset or the AO is getting in the way or being dropped before transitioning.
The rifle one is more solid. the body twitches a bit but thatās not necessarily a problem - normally thatās all masked by clothing in the end.
Walk start / walk end animations have a slight delay or freezeframe. to solve this the Paragon implementation had an abnormally long animation with an animcurve definining when it was ok to transition - if I remember correctly.
Itās kinda the same even with the rifle.
definitely getting close to an AAA level thing here though
is working on the next The Division 3
[USER=ā3140864ā]MostHost LA[/USER] Thanks!
Are you talking about Rifle State or all kind of turn in place animations?
@ haha, Thanks!
** Preparing for Next Update **
Video:
All of the states. Mostly it looks like there is a bit of delay before the turn in place actually starts for the non rifle ones, and the rifle ones are faster/more responsive, but also seem to slightly delay at the start.
Could be anything really.
Also, consider disabling the shadows, baking a static light, and benchtesting the fps/ms when turning/walking to see if everything runs fluid or if there is some hangup of some sort.
Since with no shadows and a baked light you have almost no GPU overhead you should be able to tell if the code itself is causing some slowdowns.
There is definitely better way to test that, but personally I just care about the MS per frame in the end. Ideally you want 0 difference between standing idle and turning. Obviously it wont be so because of the underlying math. some delay is expected.