Distance Matching Locomotion : Giving it a shot!

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Hi guys!
Does anyone use SpeedWarping node from Custom Speed & Orientation Warping plugin? I got stuck on Two Bone IK node settings.

its outdated not really working well. there is a paid marketplace asset that has speedwarping directional warping and foot ik - and works perfect from my experience. https://www.unrealengine.com/marketp…7905895027e4d9

nice nice niec! :o
I’m wrapping up my anim system and will try distance matching on stats and stops :slight_smile:
Check out the progress Overlay Animations - UE4 Advanced Blueprints Tutorial - Unreal Engine 4 DevLog #8 - YouTube

Thank You!
I will take a look! I’m really eager to dive into it. :smiley:

Yep, I know about this plugin. I think free version of SpeedWarping works too, but I don’t know how to properly setup IK for it (this node is not working without foot IK). I don’t want to use solutions with closed source, because I want to know how they works and able to fix it in case of something is going wrong, and of course author of this solution may abandon support in any time. Does this plugin shipped with C++ source code?

Ha, I was right! It’s working with default setup on ALS v4! :stuck_out_tongue:

The plugin is actually currently 100% blueprint at the moment. After working on the distance matching stuff I had to use c++ to get it working properly. You will have access to everything when I update as the source will be included.

Currently I have starts, stops, pivots, and have made some improvements to the 4 directional locomotion blend. I will update the plugin with this and in the future I will add turn in place and jump prediction.

I will also add some documentation on how to get the plugin to work with other non-paragon anim packs on the marketplace like Kubold and Mocap Online.

The free Speed Warping version is good but it does not provide you a way to calculate the warp and orientation warp values so you need to figure that out manually. My plugin does this for you.

Thanks for information!

Do You mean all distance matching stuff in C++?
BTW I can also do distance matching project based on anim packs like Kubold, Mocap etc., so good to know, You can aswell.

Ya distance matching is in c++. Just the functions to predict the stop start and pivot locations. They are exposed to BP though. I also found a good way to get the frame time by inverting the distance curve plots using a simple animation modifier, so you can use the standard “Get Float Value” function. I tried before to write my own function to get the values directly from the supplied distance curve but it was not accurate, since there is a bunch of interpolation code that goes into the “Get Float Value” function that I did not want to replicate.

When will You release plugin?

I will be updating my current plugin to include distance match this month.

I didn’t quite catch - what plugin? Could you link to it? and notify when it happens :slight_smile:

ill post when updated

AnimWarp+IK in Blueprints - UE Marketplace

you just HAVE TO take my money, don’t you? :smiley: Can’t wait! This entire IK setup of speed,distance,foot ik… would be a perfect complementary for my animation system :slight_smile: And there’s no point in making in BP something, someone else already made a more efficient c++ plugin.

Ok, I’m starting to implement speed warping, slope warping, ik system and multiplayer support.:slight_smile:

WIP 3:

Working with Kubold’s animations:

  • 4 directional locomotion blending
  • aim offset
  • lean
  • left and right turn in place (90 and 180 degrees)
  • simple foot IK

Little offtopic :smiley:

Taking a break from working on distance matching animation technique and having fun with star wars animation types.

What do you think guys?