I’ll be uploading a video once I have a few other non-animation things in place. I’ll upload the animation blueprint as well once I have the directional run and directional crouch walk animations to drop in.
Sounds great . Looking forward to it.
Dude, awesome. I’ve been struggling with getting these animations set up properly for gameplay. Would love to see how you did it.
Hey ,
Just wondering are you using the “in place” animations from Movement Animset Pro or the root motion animations?
I’m not using root motion because they cause nightmares in networked games.
I’ve been tinkering with this but I can’t seem to get the direction start walking / loops .etc to work as intended. I don’t know what I’m doing wrong but the blendspaces never blend out even with looping turned off, can anyone shed some light on how they got the direction walk / run starts working or share their controller? :>
I don’t put the start/stop animations in the blend space itself. I keep them as separate one-off animations that cycle in the state machine.
E.g. Idle -> WalkStart -> WalkBS -> WalkStop -> Idle
The downside is that this animation pack only comes with WalkStartFwd and WalkStartBwd, so you have to add rules to say only use this logic path if you’re walking forward or backward (not strafing or walking on diagonals).
I still need run and crouch walk cycles for other directions as well, but I guess that’s a personal preference that many people happen to share. I really don’t enjoy only being able to run/sprint forward.
's a link to an image of one of my early state machines that shows the node logic:
But I notice there are a few directions animations, is there no way to use them so if a player quickly changes run direction it plays the change direction run animation? I can do a lot in Blueprints, but finding a specific change in direction in an AnimBP? Nope
I never noticed a ChangeRunDirection type animation, but if there is such an animation you’d have to account for it anyways. That’s why my image looks a little like spaghetti - I have rules for if the player changes directions (or movement types) during the middle of the Start and Stop animations. So for WalkForwardStart I have rules going to WalkBS, Idle, WalkForwardStop, and RunForwardStart, and I should probably add two more rules for CrouchIdle and CrouchBS.
I do this for every Start animation.
Do you set Recursively Set Translation Retargeting on the Epic skeleton or the target skeleton? Or both?
Hi,
Yeah, I’ll have to do the strafes for all positions sooner or later. In my game I have two modes - exploration and combat. In exploration camera is not constrainted to player’s back (like in Uncharted or Assassin’s Creed games), but when you hold RMB it goes to combat mode, with camera behind player’s back (like in Dead Space). And surprise - I have no strafes :D. I’ll add them soon.
As for state machines, I actually figured them out in 3 hours. It’s controlling the animation variables, Event Graph in Anim Blueprint, Event Graph in Pawn, Event Graph in Player Controller, Behaviour Tree, how player input works and all the walking and camera angles counting I have problem with in Unreal (I even don’t know where to start and don’t really have time for that :().
Hi Kubold,
Will you please add diagonal movement animations for the crouching ones as well (including rifle animset) ?
Yeah, I don’t know. I would have to increase the price of the package at some point, if I keep adding every animation possible :/. And from my experience (a year of selling anims), people just don’t buy stuff above $60, no matter how much content you add (at least if were talking animations or character models). It’s very possible that the scenario would be: I add 36 more animations and increase the price by $10, which results in decreasing sales by 80%. Maybe the case would be different if I made all those anims by hand, but I need to actually invest money in mocap session to produce them. It’s ok if I need them for my game (because I need to do it anyway), but I don’t really need diagonal or strafe crouch movement (no combat mode while crouching…).
I don’t know, maybe I should do a poll on trello or something.
perhaps you could work on a second pack now, with some of the new more specific stuff in it
eventually I want to buy this pack but my game’s camera is constrained to the character’s back both on ‘interaction’ and ‘combat’ modes, so it’d be nice to get strafe running in there (I personally don’t use crouching at all, but others probably do)
Sell it as the “Movement Animset Pro - Advanced Movement Addon” for $20 or something. Then just be clear that it’s meant to be in addition to Movement Animset Pro. The marketplace is so small right now (and so focused on its submissions) that you can say that type of thing and people won’t glaze over it and download by mistake.
Think about it like Pokémon cards; You can buy like the deck things they do AND mini-packs and the mini-packs have cards that aren’t in the main deck, and people buy them all the time I would happily pay an extra $20 for running animations and $20 for jumping animations over the original pack. You could even re-name the asset on the marketplace “Starter Park” and the rest as “Booster packs”.
Or you could cut out the comparison to Pokemon entirely and just release smaller packs of new animations for like $20 (Obviously not the animations in the main pack but the animations people are asking for!) - That’s a way around the $60 limit
's a tutorial for making basic walking and running Animation Graph with Movement Animset Pro. My speaking skills are far from “Pro”, but I’m doing my best
https://.com/watch?v=bUQ83Szuh7E
I hope it will be a good starting point for you. I’m getting back to figuring out how to make an Event Graph for that…
This is beautifully done. You should work on other more specific packs as you suggested you might. I find that while most of these are so well done, it makes it problematic when there are animations you need yet aren’t included. Thus the stiffness of other animations contrasts more heavily.
I could do the AnimGraph for you HOWEVER the one thing I wouldn’t be able to do is the InputAngle - I’ve tried for ages to sort this out but I couldn’t come up with a working solution (I am working on three books and a game, so I can’t really focus!) I could do everything else though such as converting player speed into the Speed (0 for stopped, 0.5 for walking to 1 for run). And the IsRightUp is done with AnimNotify’s :>
I could send over some step by step instructions for the Speed / IsRightUp but InputAngle is beyond me :<
I can tell you what I do in Unity to get InputAngle and StartAngle:
- I attach an empty node (an object, Actor or whatever it’s called) to the Pawn, let’s call it “InputDirectionNode”.
- I make the InputDirectionNode ALWAYS look at the Input direction. So in other words - InputDirectionNode forward axis always has the same direction as input vector.
- I mesure the angle between the Pawn’s forward axis and the InputDirectionNode’s forward axis. That’s your InputAngle.
How to do it un UE4 - no idea. Yet :). It’s not the question of figuring out the logic for me, because I already have the controller figured out and done in Unity (I probably shouldn’t provide a link , but you can find it on my channel https://www…com/user/szantak1). It’s only the question of UE4’s “language”. I know WHAT to do, I just don’t “speak blueprint”.