Hello very happy with this product and your other submissions.
I was wondering since you been doing Sword Animation.
Any plans for a Archer Animation Set?
Cheers!
Hello very happy with this product and your other submissions.
I was wondering since you been doing Sword Animation.
Any plans for a Archer Animation Set?
Cheers!
I find it working best, when you use WalkFwdStop_LU when left foot is up (hence LU - Left Up), and _RU when the right foot is up. Use long blends for best results.
I always say “yes, everything is in my plans”. However, please keep in mind, that I’m just one person with 40 big animsets planned, so it could be very long time before I finish them all.
So far I’m trying to submit Female Movement Animset Pro to Marketplace, so that is in nearest plans.
Ok thanks for the reply, and keep up the good work.
I will be crossing my fingers in the mean while
Cheers!
Hey Kubold,
Very happy with my Motion Animset Pro and now Females Animset Pro.
Any we can hold out hope for a port of your Unity root motion controller for either of these products?
I want to throw my money at your face, for it
Best,
Minxies
That would be awesome, but unfortunately I’m not educated enough in Unreal gameplay-making to recreate my controllers in UE4. I’m not a coder at all, I’m only able to make Unity controllers because of their visual scripting. Which is completly different from Blueprints on every level.
All I can give you is RazzorFlame’s tutorial:
@Minxies take a look at the survival game made by
It have a good animbp / controller that works pretty well with this pack.
Thanks both.
I implemented RazorFlame’s tutorial, but it leaves a bit to be desired (a few bugs and no where nearly fully featured yet )
's is nice but it’s root motion driven D:
I’m supprised there’s so little resources on this.
Minxies
It’s not like there are much resources on this on Unity, or anywhere else really. I learned about making controllers from gameplay programmers at work in Epic Poland and CDP Red. And it wasn’t in “step by step tutorial” form, it was more like “first, you have to get the walking start angle, to know which walk start animation to play. You know, with trigonometry”. It took me three years of trial and error, to learn Unity and make a controller following these basic guidelines. The upside is that I fully understand now what is going on there and I implement new stuff without even thinking how.
Bottom line is - experiment and learn on your own. One on 50 things you try will work. Also, remember, that if you follow someone’s tutorial to the letter to make your game, you will end up with the same game as everyone else.
just bought this (directly on your website) along with Sword Animset and Sword&Shield Animset
finally I can sleep peacefully tonight.
Little question. When using root motion, how do you turn when walk crouched? For walking and running upright there are “arch” animations which you can blend, but for walk crouched I found none. So now i just rotate the actor a little bit every frame.
I have followed Razorblades controller tutorials and fleshed it out a bit with jump and fall motions. However I have some problems to get the lef foot / right foot transitions right.
I added two anim notifies so I get a float that is either 1.0 or 0.0 depending on whether right foot is up or not. I feed this into my movement stop blendspace that contains the proper animations.
However there still are some glitches when it transitions. Sometimes transitions is smooth but sometimes it has hickups. Are there any more tips regarding the transition? My transition duration is 0.1 and mode is linear. Is it even possible to smoothly transition at any given point during the WalkFwdLoop to WalkFwd_LU / WalkFwd_RU? Or are there spots, where a smooth tranisition is not possible?
EDIT: Maybe you could give a hint where to best put the anim notifies for right foot up / left foot up? I have two anim notifies right now, one at the beginning of WalkFwdLoop (right foot up) and one after 50% time of WalkFwdLoop (left foot up).
There are two ways to have absolutely perfect stopping. Either you make like 8 stop animations for every key frame (as in KEY frame, not keyframe) of walk cycle and short blends, or you make less animations, but you make the controller finish up the walk cycle, even though player stopped the input, so it is in proper key frame to blend out to WalkStop animation.
Both ways have negative side. The first solution with 8 (or more) stopping animations has short blends - that means you will very often see animation snaps and hiccups, when blending from anything different than the key frame it is ment for. So for example, if you use additive animations, or you need to blend out from slightly modified pose, you will always see a snap, because of very short blends.
Sencond solution with preventing the character to stop, before it reaches it desired pose to blend out, obviously makes the controller less responsive (but works great in adventure or rts games and anything that doesn’t require precise platforming movement).
For me and most AAA games, two stopping animations and longer blends usually work good enough (but that is my opinion, many people might have different, like always). If you add some IK foot planting system for it, then it can be even more reliable. Of course there are other systems possible - for example two different idles (right side forward and left side forward), like in Assassin’s Creed - this makes stopping blends a little bit easier, but it requires most animations to be doubled.
Thanks. I played a bit with the second approach by narrowing down the time spans where a transition to the end walk state is possible.
**Update: If someone else is experiencing this… it seems to be a bug related to UE 4.11.1. If you update to 4.11.2 the root motion controller works fine again.
**
I’m not sure if this is the right thread, so please let me know if not. You recommend to watch RazzorFlame’s tutorial series on how to create a root motion controller. They are great and after watching you’ll have set up a RMC in not time. However there is apparently a in UE 4.11, that breaks inlcination (or more precisely the towards function I guess). Has anyone else experienced this and can share some insight?
I have a working version of the controller in UE4.10. When I open the project in 4.11, the inclination has a bug. CurrentInclination float doesn’t go towards 0 as it should be. So character doesn’t tun while walking/running.
If somebody found a solution for this, this would be great to share. There are not a lot learning resources for UE4 on root motion controllers. So RazzorFlame’s series adds value to this pack as it shows what you can do with it.
Hi Kubold, still working on my controller and things are coming together. Your animations look great. One feedback I like to give though: I think it would be more practical to split the jump motion into it’s phases: JumpStart (Risre), JumpFall and JumpLand. Right now you already seperated Rise and Landing, but the Fall phase of the jump motion is part of the JumpStart.
Due to the way Unreal handles root motion and physics having all motion phase independtly would make more sense, as you than can switch movement modes bewtween different motion phases.
Cheers,
Florian
Hi,
You should use in-place version of the jump combined with physics to jump without root motion. You should only use root motion jumping with physics turned off during the time of jumping. You don’t have to split the beginning and the very long middle section of the jump animation, since one should always be exactly the same amount of time after another. Only transitioning to landing animation time is a variable.
If you run out of the “jump start” animation, blend to falling loop to continue the motion.
Hi, I need the root motion for the beginning of the jump and the in-place version for the falling part.
For customizing the set specifically for the needs of your game, you can cut up the animation in MayaLT, 3ds max or Blender. All the source fbx files are included in “SourceFiles” folder (not visible in the Editor, access through windows). Just import the fbx of in-place jump to a 3d software, trim the beginning part on the timeline and export back to fbx.
You can also cut the animation up in AnimMontage inside the engine.