Pistol Pro 27A Update - Mocap Online - Coming in January

**Pistol Pro Update 27A (to match the RIfle Pro) is FINALLY imminent. **

I’ve apologized a few dozen times in posts and emails for two years, and I’ll apologize again for the stupid long wait. It will now basically match the Rifle Pro animation set.

I’ve been working on finishing it non-stop for 3 weeks so far this time around, I have quite a way to go and it will be out in January.

**NOTE: **I was NOT planning on IPC like the Rifle as we have not gotten much feedback of folks actually using it.
**BUT - **Who does want IPC? Let us know…

Please SPEAK UP or I may not do it, as it could add another week of work and push out release time. PLEASE COMMENT here ASAP!

You can Email us as well: [EMAIL=“UE4@MotusDigital.com”]UE4@MotusDigital.com

Thank you!

Hey~ I need IPC, need true speed curve!
I bought all of your animations and have been waiting for pistol

Seeing the news you posted, I am so happy! ! This is the best Christmas present! Love you guys

Thanks Ryze. :slight_smile:
You always hold us to a higher standard and report problems/animations for us to fix, and you make some seriously great controllers. So okay, I will spend the extra time and create all the IPC curves. :slight_smile: I’m glad you are making good use of them. It will take a few more days but still should be a January release.

Is anyone else making use of the added “Rot(Yaw)” and “Speed” curves? Please let us know.

Anyone else using our IPC curves? Want them in the Pistol update? Please chime in…

I would like curves as well

Hi! The whole my work is done with ipc animations:

So, I definitely want to have the ipc animations!

Yes! Absolutely.

Thanks for the feedback guys. DarkWere nice example programming! Glad to see you are making good use of the backpedals as well.
Happy New Year! Back working on the Pack now, at least a couple of more weeks to go including all the IPC calculations/curves added, final testing/packaging, etc. but we are close!

Not sure if it’s too late but IPC is what makes your packs amazing. Because of Root Motion issues in multiplayer I have to rely on making In-Place look good. My AnimBPs wouldn’t be the same without your IPC curves :slight_smile:

Thanks, roger that. :slight_smile: That was the idea, add a more “pro” option for in-place. Glad it’s working.

So Good~
Any news?
And Any next animation pack?

Working on all the in-place split jumps now, after that I need to QA everything and calculate/add the IPC curves. Then of course packaging, porting to other formats, etc.
I figure an end of January - beginning of February release.
No decision yet on what new pack next.

Hi! If the ipc and root-motion animation identical, you can use rm-animation to fill in curve values in ipc animation.
it’s much faster compared to do this manually!

You are correct! Yes, all the detailed root motion is done first. For the IPC version the root node translation and rotation curves are used to calculate the cm/sec (Speed) and relative rotation (Rot(yaw)) curves frame by frame. The root TR curves are then deleted, resulting in an “in-place” animation. The custom curves properly used can accurately reproduce the deleted root motion with its subtleties and no foot sliding in acceleration/deceleration/turning. That’s the gist anyway.

PISTOL PRO 27A BETA - IS HERE!
WANT TO DOWNLOAD THEM NOW?

Anyone who wants the source FBX files for import onto the stock Epic Mannequin Skeleton - Please PM me with your valid email and a valid receipt (email, etc.) and I will send you an official download of the complete files.

I have quadruple checked them for errors etc. so I believe them to be the real final animations and I have moved onto porting over to FBX, Unity, iClone, etc. as well as the final UE4 Project package. If you see any bad files, please let me know!

528 “unique” animation files, 868 total animation files including the IPC. 36 sets of IPC split jumps, and all transitions/swaps with Rifle Pro and Mobility Pro(MOB). All of our Pro packs will now integrate with one another, making one seamless animation controller using all packs possible. That would be one big mother of an animations set! :slight_smile: But all main movement packs have transitions to and from Mobility (no weapon), and swapping between Rifle and Pistol.

I really want to see IPC curves, so please do this.

EDIT. Ok I guess I’m late with this task, so never mind. You did it.

Thanks

Official Pistol Pro 2.7A release should be tomorrow/Friday on the Marketplace.

[RELEASED]](Search results for '' - Unreal Engine Forums) Pistol 01 Pro - MoCap Pack v2.7A - UPDATE RELEASED 02-15-2019, 08:29 PM
https://www.unrealengine.com/marketp…tol-mocap-pack

Pistol 01 Pro - MoCap Pack v2.7A - UPDATE RELEASED

Description

Update: Version 2.7A

100’s of Animations added, now matches Rifle Pro motion set.

All Animations Root Motion and In-Place w/IPC Curves

372 Animations, 48 Aim Offsets, 36 Split Jumps - 868 Total Files

INCLUDING: Idles, Walks, Jogs, Runs, Crouches, Aim Offsets, Shooting, Turns, Turn In-Place Loops, Jumps, Split Jumps, Deaths and Transitions.

A large set of Military Pistol animations for a third-person shooter game. All idles and transitions have been carefully pose-matched, for seamless motion trees. A matching fully textured Pistol is included.

Mobility Pro and Pistol Pro integration when holstering and swapping Pistol/Rifle.

View all Animations on Sketchfab:

Pistol Pro 2.7A - Sketchfab Viewer](Pistol Pro 27A2 - Motion Capture Animations - 3D model by MoCap Online (@mocaponline) [3a339d3] - Sketchfab)

Please Read/Download the complete Animation List:

Pistol Pro 2.7A Animation List](Pistol Pro 27A - Animation List - Google Sheets)

Technical Detail

Version 2.7A

  • UE4 Engine 4.14 - 4.xx Compatible
  • For Engine 4.13 and Previous - All FBX Source animation files are included and can be imported into older versions including IPC curves.
  • Matches Rifle Pro 2.7A animation set.
  • All with Root Motion and In-Place IPC curves. (In Place Custom)
  • IPC curves for “Speed” and “Rot(yaw)” to calculate cm/sec and turning motion and prevent foot sliding.
  • Transition animations to Mobility(no weapon) and swap Pistol/Rifle.
  • All animations are on the UE4 template skeleton with IK bones.
  • The Pistol mesh is attached to “hand_r_PistolSocket” in the skeleton view for preview.
  • There is a “PistolHolsterSocket” matching the correct location for all Holster/Un-Holster animations.
  • FBX Source Files are also included as single Take animations on the UE4 template skeleton, ready for direct import on any other character using the UE4 template skeleton, or for skeleton-to-skeleton retargeting in UE4 to any other Humanoid character. They are in “Project\Source\” along with other files and documents. (not visible in the editor).
  • A Motionbuilder 2015 file is included with the UE4 template skeleton setup with the the HIK rig. Any of the FBX animation files can be imported, edited and animated as desired, and re-exported as new animations.
  • A Maya 2015 file is also included with the UE4 template skeleton setup with the the HIK rig. Any of the FBX files can be imported, edited and animated as desired, and re-exported as new animations.


I noticed you added a looping turn in place for the pistol pack, similar to the one in the rifle pack, but in the unarmed pack it doesn’t have any looping turn in place anims. It would make me a very happy person if you were able to add a turn in place unarmed similar to W1_Stand_Rlx_Turn_In_Place_R_Loop_IPC and W2_Stand_Rlx_Turn_In_Place_R_IPC