Movement Animset Pro - [Submitted]

I also picked it up on the flash sale but haven’t tried it out yet. Should I just wait for the update?

Well… no point checking out the blue old mannequin, I guess. You will get an update anyway, as soon as Epic fixes the situation.

Hmm, when I enter Marketplace, whatever version I choose to download, all I get is blue mannequin version. Other people get it too, so… Maybe it’s a bug that started today?

Interresting thing, while trying to download various versions and seeying if any of them give me the updated skeleton… I deleted the local data, then redownloaded the 4.5 version from the marketplace… turns out it the updated 4.8 one :smiley:

Yep download is bugged. I’ve bought the pack already in the past (and missed the sale of course :P) so I’ve tried with clean test projects now:

4.8 project without download: Everything good. Removed local content of the asset and created a further new 4.8 project. Download of 96mb gave me the blue man version.

I hope they will fix it tommorow (it’s Sunday today, so their office is empty I guess).

Hi all! Unfortunately Monday is an American holiday, and the team will return to the office on Tuesday. I’ve notified the team and we’ll get this fixed as soon as possible. When it’s updated with a fix, you’ll automatically receive a notification in your vault that an update is available. I’ll also reply to the thread to verify it’s been updated and fixed. We apologize for the inconvenience.

Oh, hey, this is fantastic. Thanks, Mr. .

Are there enter/exit strafe animations for running?

Currently no, since strafe running is quite slow in this set. It’s more like jogging, so strafe transitions from walking blend well. But maybe in future updates…

This might be a newbie-ish question and possibly incorrect but is there going to be an update to use the 4.9 UE 4 skeleton with the A-Pose? It seems that most of the new characters coming out use this A-Pose and sometimes changing the retargeting pose doesn’t exactly fit the animations quite right.

If this is wrong, disregard.

Hi,

First, read this: Animation Retargeting (Different Skeletons) | Unreal Engine Documentation

It pretty much describes the problem exactly and shows how to quickly put both characters in the pose you want (A or T). It takes 30 seconds. NOTE: you can change poses on BOTH skeletons. Not only yours, but also on the animation source skeleton.

Now, what and why is actually happening:

It appears that Epic’s default skeleton was modelled and skinned and exported in A-pose (someone from Epic staff may correct me if I’m wrong). A-pose is a terrible pose for retargeting, because in A-pose, it is very likely that one character will have the arms in, for example, 45 degrees and the other will have them in 42 or 50 degrees. You can never tell, because you don’t have both characters in one viewport. Therefore, it is waaaay easier to just put all your characters in t-pose, which ensures that the angles of the arms are the same on both skeletons (absolutely horizontal).

Industry standard is T-pose. Maya, Motionbuilder, 3ds max, blender and all other animation programs in the world use t-pose. Mocaps are recorded using t-pose (actors literally stand in t-pose for retargeting). In conclusion - you should always use t-pose to get best retargeting results.

But of course, this is gamedev and you can do what you want. Only end result matters to the player :slight_smile:

P.S. So where A-Pose came from? Becasue A-Pose is the most natural position to MODEL and Skin (paint bone weights on mesh) a character. But T-Pose is the best position to rig (add IK handles, constraints etc.) and retarget a character.

Thank you for the information. I was getting confused as to why every new model was coming out as a-pose instead of t-pose, causing some extra work to make sure the arms are moved and rotated correctly. I wish it would go back to t-pose to make my life a bit easier when trying to retarget to a different model.

It works and looks fantastic on the 4.8 skeletons and any t-pose model, like the Infiltrator mesh.

It has been very difficult to retarget the Infinity Blade warriors models due to the a-pose. Their arms are slightly rotated, and their lower arms protrude slightly forward at an angle from their upper arms. I couldn’t make it perfect, so I just replaced the skeleton that they use with the 4.8 skeleton and it looked fine, but that is obviously not the proper way.

Also, in the link you provided to the documentation, they retarget to a-pose, which seems a bit more difficult than going to t-pose. Also, their second picture showing the two models side-by-side say that they are in the same a-pose, but they are not. Epic should probably update that.

Anyways, thank you for all your hard work and support, Kubold. I have almost completed a full working animation blueprint for your movement animset pro. The last thing I’m working on is jumping animations and the anim graph that goes with that. Once I’m finished, I’ll post pictures/gifs of the anim/event graphs and blendspaces for future reference for anyone that has questions about it. Then I need to get the pistol/rifle animsets and get to work on those :slight_smile:

Are you planning to release Sword Animset Pro (the one wihout shield) in marketplace? Also do you happen to have any zombie animation pack planned? :slight_smile:

Sword Animset Pro has been submitted to Marketplace long time ago, I don’t know when Epic plans to release it. About zombies… I thought there are enough zombie animations on the store already?

can I ask what your plans will be after this? are you thinking about more weapon sets in the future?

I don’t want to make any promises, but rough plans for next packs are female movement animset, female and male “works” (daily activities for npc, both modern and medieval), combat/kickboxing/takedowns set, 2 handed longsword set. But it might change order, or some other packs may be made instead - it all depends on how much spare time I have to do this, what I need for my own game, what packs competition makes etc.

Thanks, good to know - will wait for Epic. Yes looking much into the current mocap zombies (once they got the pack updated), just scanning for alternatives. :wink: But anyway big thanks again. Without your assets, would be very hard to work on own game.

And animations are perfect royalty free assets, because they look a little bit different on every character. So for example, if there are 10 games with the same medieval castle asset or same character model, everyone will call them “shameless asset flipping”. But when there are 10 games with the same mocap on different characters - nobody will even notice.

Exciting news! (Despite the fact that this is so scarily close to what I am after, it’s like you’re stalking me.:p)

I definitely look forward to seeing your demo videos for these.