Movement Animset Pro - [Submitted]

Not stalking anyone, the “plan” comes from my game www.alienstrollsanddragons.com. I’m just making all these in that order, because I need them myself.

Hey - how about a pistol cover set? I would love to buy the rifle one but makes no sense if I can’t cover with pistols as well. I wonder if that limits many othets?

thanks for the info, good to hear you at least have plans for more :slight_smile:

Hi Kubold,
What is in changelog of your latest update?

I was about to ask the same thing. And if you had a ‘crawling’ animation anywhere, but that’s not that relevant.

I’m not sure what you mean by latest update. If you literally mean what changed in the very latest update in comparison to the last version then it was some cosmetic tweaks on elbows in walking and running animations.

But maybe you just want to know why the pack is 600MB and not 90MB, like the very first version with blue mannequin. It’s that big, because I provide source files in separate FBX files now.

Anyway, it could be a good idea if Epic added some “changelist” and “version” fileds to Marketplace for all to see before purchasing.

I was thinking the very same thing. Where would we submit suggestions… hm. we go. The Unreal Marketplace Improvement and Feedback Thread - Marketplace - Epic Developer Community Forums

How can I get Movement and Rifle to work on the one skeleton???

In UE4 all animations must reference just ONE skeleton FILE. Although the skeletons are identical in all packs, I can’t reference animation files to the Skeleton file that is in some other pack. This is physically impossible.

In UE4, it’s not enough to have identical skeletons. An animation must reference a specific Skeleton file and will work only using that Skeleton file. It doesn’t matter if some other skeleton file is identical, the animation must use just the one that it was imported to. That is how UE4 works.

That’s why, if you bought 2 of my animation sets, and you want all animations to point to just one Skeleton file, you have to retarget one of the sets, even thoguh the Skeletons are the same. 's how you do it, it takes like 3 mouse clicks:

@morganmc & kubold

IF the 2 skeletons are identical there is an easier/cleaner way.

  1. Choose the skeleton you don’t want any more and delete it. It will tell you that there are still assets referencing it (all the animations, blendspaces and skeletalmeshes).
  2. Use the “replace” option, and choose the remaining skeleton.

If all goes well, the assets referencing the deleted skeleton will now be swapped over. Then you can delete the skeletal mesh and materials too.
I just couldn’t stand having multiple identical UE4 mannequins in the same project :stuck_out_tongue:

Awesome! Thanks for the tip

Thanks for the Sword Animset Pro - its super good. :cool: Been converting to use the new mannequin finally, to get this work with other anim packs at the same time. Nice to see so many attack anims and acted so well.

Hi Kubold. Your Animation Kits are top-notch! I really like what you’re doing with alienstrollsanddragons.

Thanks. Athough with ATD, a big problem slowly appeared during the last year and a half. I no longer can use any Environment assets from Marketplace or Asset Store. It is currently a very bad idea, since they became so recognizable, not only by devs, but also by players. And most of them you can see in really bad zombie shooters made in Unity. So in effect, I can’t finish this game on $600 budget anymore. Hiring an enviro assets modeller or two will be absolutely necessary to finish the game, if not, it will be recognized as “Unity asset flip”. So, minimum $60.000… Kickstarter maybe… but only when I have the game in true alpha stage (finishable with all features in place).

the moment we all feared is :eek:
I kinda suspected this would be the case at some point. taking assets from different sources and making a natural integration isn’t easy, and even then I had always thought some assets would stand out more in terms of how recognizable they are.

anyway that’s sad to hear from your part. ATD looks pretty good so I hope you can keep on it.

Wonder if animations are a subject to this. I guess not really, since, for example, an antiterrorist with MP5 rifle pretty much always moves the same. And animations always look a little bit different on every character. And you can slow them or speed them up, use IK to change the animation etc, mix different anims on upper body with lower body etc.

That issue always existed, hence my avocation for Marketplace Vendors to design assets to be modular and customization-ready. You can do a lot of customization with material manipulation and in my opinion its better than starting from scratch. In some cases you can accessorize store-bought 3d assets with additional meshes to give them a unique look. Animations are more universal and UE4 provides several ways to control and blend them into something different. Building the game on $600 is what will make it a great story to tell. However, if you really need $60000, I think you can generate it with your awesome animations kits.

I think animations are not subject to this. sure you might recognize a very specific gesture or fighting move, but in general I think animations are much less prone to this because (unless they are completely off-character) the usually just feel like part of the character you’re seeing. in other words, like you say the same animation will always look a bit different, and what you percieve in the end is the character itself.

Kubold,
I bought this pack for about a year ago, then it worked perfectly to retarget animations, but now I have started from scratch.
Reformatting my project and after updating I realised that the ue4.8 mannequin skeleton won’t work with my characters skeleton setup.
Even if I switch my character to an A-pose in UE or Maya it won’t retarget nearly as good as it did before:
Everything in my character gets distored, and setting thing adjustet to Skeleton instead of Animation just makes everything in a mix between A and Tpose.

Can you please update the pack with all the animations from the rig before UE4.8?? Then I, and everyone else that has this issue, can redownload it from the Editor Launcher nice and smooth, no hassle :slight_smile: I have sent an identical message to your user in case you don’t check this thread as often

Hi,

Sorry, but Epic will not allow me to do that. I retargeted all my animations to the new 4.8 skeleton, not because I had nothing else to do, but because the new skeleton is mandatory. The old skeleton is no longer allowed to Marketplace and my packages would be deleted if I hadn’t switched.

However everything should retarget nicely from the new skeleton (and from any other humanoid skeleton for that matter). You just have to pose BOTH skeletons to T-pose. You can use Retarget Manager to not only pose the target skeleton, but you can also pose the source skeleton.

Tutorial and documentation: Animation Retargeting (Different Skeletons) | Unreal Engine Documentation

Please read the whole page carefully (do not skip the difficult parts in sections below, they are very important) and apply not only to your new character, but also to the skeleton you are retargeting from. BOTH skeletons must be in t-pose in Retarget Manager, and both skeletons must have properly referenced and configured bone properties.