Already solved this for me and customized the set to my needs. It was merely a suggestion/feedback for improvement to keep different motion phases seperately. Cheers, Florian
Sure, thank you for the feedback. I will remember to provide also a pre-cut version of jumping in next packs and updates.
Has anyone built a decent movement controller for these animations, and if so would they be willing to share it? I’ve been having a hell of a time creating a controller in 4.10/4.11
https://.com/watch?v=i6SUqg1N2_s
It’s easier if you think about it like: “animations for my controller”, not “controller for my animations”. You know, like “3D models for my level”, not “level for my 3D models” :). It’s way easier to make and finish a game, when you are thinking about “big picture” first - for example you make a capsue walking on a level, made with just BSPs (boxes) and killing other capsules. It’s fast to make, change and play around with. If you get the foundations of the game that way, you can now replace the capsules with characters with just walking, idle and attack animations. Then, you begin to flesh out the gameplay basic mechanics (what can you do in your game - just walk or run and climb walls? pick up objects? Do you need precise platforming controls? How fast should the character move? Is there an inventory? Can you jump? Are there dialogues? Opening doors? Can you stealth-kill enemies? etc etc.). And then you start to add new animations to the controller - specifically the ones your game needs.
Hi Kubold,
can you share some tips or maybe even do a tutorial on how to retarget your animations to a different skeleton, keeping the root motion? I can’t figure it out quite right. I use MotionBuilder and there always seems to be a glitch in the process. I can retarget the animation quite fine, but I am unsure to go about the root motion.
EDIT: To clarify what I’m doing now: I import my DAZ genesis 3 rig in motionbuilder and characterize it, then merge your source file fbx and use your character to drive mine. This works fine but when I plot the animation to my skeleton I can only get the translation on my root bone by setting my root bone as the HipTranslation during characterization. But the rotation is missing on the root bone…
Cheers,
Florian
When you have one character driven by another, do this additional step:
- Create a Parent/Child constraint
- Set my Root as Parent and your root as Child.
- Plot the whole thing, and done
this did the trick. thank you
can anyone help with how to setup a controller for this anim pack without root motion as im doing a multiplayer game. Ive made a controller already that has most of the functionality but everything i try and do to add the stopping movments doesnt work . thanks
Hi Kubold, do you have plans to bring the Unreal version up to par with the Unity one… I saw you added new animations: Climb 2m, Slide, Vault 1m.
Hi, I will update soon, maybe throw in some more.
Hi kubold,
A newbie need help!
Yesterday I bought the pack, I’m trying to make my character crouch so I’m following this tutorial: https://www…com/watch?v=NJolihHJUMM and working with a C++ third person I achieved to crouch but it remains to do the animation.
I enter to the Animation view but I can’t see the animations that I want, I think maybe I have to copy the animations and in this copy change the skeleton? but how I do that?
I believe something is missing in the “_new” crouch animations. There is no Crouch Walk Fwd Start 90/135/180 L/R kind of anims (walk start with turn). Is there a way to build a substitute by blending something? “Old” anims, like Crouch_WalkFwdStart90_L don’t blend very well with “new” ones, because start/end poses are different. Also, old anims have some extreme angles between pelvis and thigh bones.