How to add a new movement "mode" to Lyra?

Hey guys, so I am trying to add a new movement mode to Lyra. I would like to add skydiving and have questions about the best way to do it.
I have been digging into the ABP and watching some videos, but havnt quite pinned down where and how to do it.
With weapons and anim layers they appear to swap out what AimOffset is being used along with some montages. That doesnt seem to be the best way to do skydiving as it would need a new BlendSpace. I do see in the layer abp a FullBodyAdditives > FullBodyAdditive_SM, but how do I tell that to be a new state machine with my new BlendSpace?
Would you add a new movement mode that needs a Blendspace in a Linked Anim Layer?
Or do you just add it to ABP_Mannequin_Base>LocomotionSM?
Or some other way?

Another question is does it need a full movement setup? Will it have pivots?
Or is it simple enough to just play a montage?
Or simple enough to branch off in the Anim Graph?

I gotta say, I dont really understand your questions.

Lyra already has a full movement setup.

Will what have pivots?

This is kinda the question I asked. What is the best way to add a new animation mode to Lyra?

For anyone looking to do this, I think I made some headway yesterday.
The parent class of all Lyra ABPs is ABP_Mannequin_Base which has a C++ parent class of LyraAnimInstance
You then have a child of that called ABP_ItemAnimLayersBase
Any ABP that needs to deal with items like weapons is then a child of that and only has access to swapping out animations and a couple aim offsets.
I thought to make a new movement mode I would duplicate one of those item BPs and adjust it, however you cant change and AnimState logic in those BPs.
So to change the AnimState logic you need to duplicate ABP_ItemAnimLayersBase and change its name, I did ABP_MoveMode_LayersBase. In that ABP you can change state machines to include the necessary BlendSpaces.
I am still working on this and testing, but so far this seems to be the correct route.

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:joy:
I meant, does your sky diving need a “full setup” or “mode” like Rifle and Unarmed, which have pivots (direction changes), start/stops, warping, and all that… or is it more simple.

If it’s just a Blendspace you want to play, it can be added to LocomotionSM.

I’m not sure what you mean by new movement mode because it can mean a couple things. Lyra calls the weapon layers modes as well. But I’m thinking you meant it in a general way.

This sounds like all you need :point_up:

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Yeah you had me confused lol
When you asked about Pivots I thought about object pivots, not pivot animation type stuff :wink:
Thanks!

Hi, I’m trying to add swimming and parkour,which are not a single shot animations like montages, any tips on how to approach in Lyra.

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I think it would be the same as a non-Lyra project.
Find which animbp has other locomotion and branch off when swimming or climbing.

For parkour, I’d see using montages for jumps, vaults, or otherwise momentary actions, unless we’re talking about things like walking a balance beam.

solved with adding new variables in the Lyra movement component, modifying them in abilities, using them in anim instance with property access
https://www.youtube.com/watch?v=3SyItcSXaWg
you can control blend space variables with gameplay tag values as integers, I didn’t try it .

For Parkour I used a marketplace asset called " Climb and Vaulting Component" easily just added it to my lyra character and it worked.

Its not really the same. Lyra uses animation layers with ABPs. For instance, when you equip a rifle Lyra you use a “Link Anim Class Layers” node to link your rifle ABP “ABP_RifleAnimLayers”
image

That video is gameplay of a lyra mod to make it a BR.

But you can just branch off into a new movement like this (in ABP_Mannequin_Base) where I believe (it’s been a while) I added Sprint.

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Yes you can, there are many ways to do things. For a sprint, I would do it the way you have it there. However following how they are doing it with their weapons adding a new layer makes it super simple. I duplicated their rifle layer and tweaked it to my weapon. The weapons data has a variable for the layer file, when weapon is equipped the layer is used… very clean.
For anything standard locomotion I agree doing it the way you example is better.

Here’s a tutorial on Lyra Swimming + Oceanology Plugin

Hello
where i can found this ? i look in ABP mannequin base but cant find anything looking like ths

thanks you