As prompted by another current thread (Mobility Pro and Rifle Pro Packs - New Updates - Mocap Online - Marketplace - Unreal Engine Forums), a long overdue update on what’s going on with MocapOnline packs, and a useful NEW FAQ about “UE4 Version Compatiblility and Usage”.
Here is the stuff we’ve been sitting on and just happened…:
NEWS:
The Zombie Packs are getting an update including AnimBlueprints and custom Velocity and Yaw attributes for implementing In-Place animations.
This was alluded to in an ongoing Ninja discussion here: Ninja_01 MoCap Pack - 167 Ninja Motions - Marketplace - Unreal Engine Forums
Anyone wanting to chime in there about a hands retrofit please do.
Our friend Jesse at 3 Prong Gaming has made demo controllers for the Pro and Basic packs, and will be making shortly videos on their construction and use. Go Jesse! He wanted me to wait on the announcement till he had the videos ready, but since we’ve been so silent a news update was in order. They will feature 3rd person movement and multiple attacks. Jesse also has been working on Zombie AI as antagonists, I will defer to Jesse when/if he will be releasing tutorials on his YouTube channel. He also worked with us on new custom attributes for the In-Place animations, which track frame by frame the Velocity and Yaw. When tapped into they can enable exact control of character movement and no foot sliding, especially for an erratic zombie where movement is not a constant speed or direction.
(The concept is similar to what what the guys working on Paragon are doing, and where I got the ideas from watching their streaming tech videos. Seriously great stuff. Paragon Feature Examples: Animation Techniques | Feature Highlight | Unreal Engine - YouTube)
ZOMBIE SCREENSHOTS:
The custom attributes can be deleted from each animation if they are not desired and considered dead weight. We figured it better to include all parameters that could be deemed useful by whomever versus limiting them.
Zombie Packs are in final stages of packaging, then to availability on www.MocapOnline.com and submission to the Marketplace. If anyone has any changes or suggestions please speak now, we want to get these up ASAP to everyone (DUH), even if minor changes are to be made in a future release.
And at risk of sticking giant foot in mouth again:
NEWS:
Mobility and/or Rifle Packs will have a AnimBlueprint soon.
We have been working with our friend Nate over at UNDOING, a VERY COOL indie game in development, giving him a lot of custom animation and rigging support. He has been working on Mobility and Rifle AnimBlueprints based on his ongoing WIP for the game’s 3rd person controller. He is a perfectionist and has reassessed and started over several times to make it look top notch, including feedback with us and altering existing animations. Dude is awesome. Nate says he is very close to something he feels good about releasing to us. We hope to release before the Holidays, if shortly after, fingers crossed. BTW Nate is also a full time student and definitely burning the candle at both ends. Go Nate! He really prefers to keep a low profile and not talk about or release anything before he feels it’s ready.
The MocapOnline Blueprints and packs will not contain all the custom “Undoing” animations and tweaks, but will be based on and benefit from the same core Blueprints. It is likely the lessons learned and custom animations will trickle down to our stock packs in the future, no promises when.
And not to be forgotten:
NEWS:
Pistol Pack getting v1.5 root motion update and custom attributes.
Pistol Pack animations have the root motion made, and have all the custom Velocity/Yaw attributes like the new Zombie IP animations. (We are labeling them “_IPC” signifying they contain the custom attr.) A few more animation tweaks needed, and then on to packaging them in the different packs/ update and upload to MocapOnline/ then submission to Marketplace. Same drill. Yes, it’s way overdue with the full 2.5 treatment, that is an end of January possibility. (and Ninja of course, see the thread noted above.) As before, hopefully for the Holidays, if not right after.
Going on simultaneously…
NEWS:
New LIFE/ArchViz Packs - Stadium Crowd, Office Desk and Meeting and Death
I guess Death isn’t exactly an ArchViz thing. Anyway, new Death Pack being ported to UE4 now.
http://www.motioncaptureonline.com/collections/life-animations/products/fbx-deaths
New Stadium Crowd Pack being ported to UE4 now.
http://www.motioncaptureonline.com/collections/life-animations/products/fbx-crowd
New Office Desk Pack being ported to UE4 now.
http://www.motioncaptureonline.com/collections/life-animations/products/fbx-desk
New Office Meeting Pack being ported to UE4 now.
http://www.motioncaptureonline.com/collections/life-animations/products/fbx-meeting
A lot of ArchViz folks have gotten in touch, and we’ve been working with a couple of crowd simulation software companies, so our “LIFE” animations are growing. They of course are useful for populating background characters and scenes etc. as well.
NEWS:
New FAQ - UE4 Version Compatiblility and Usage
Always a lot of confusion and questions about our Packs compatibility with newer and current engine versions, this FAQ clears it all up, hopefully. Please have a read and feedback or suggestions welcome.
Blog Post:
http://www.motioncaptureonline.com/blogs/news/ue4-version-compatiblility-and-usage-new-faq
PDF Download here:
goo.gl/gXK49z
UE4_Version_Compatiblility_and_Usage.pdf