Maybe you figured it out by yourself but…
In my last post (middle spoiler) you see that I use the Socket transform directly from the ISM.
When I said it wouldn’t work, I was beeing stupid and used the wrong Mesh to test with <.<
No reason to use a static mesh workaround.
Hmm odd I haven’t been able to get it to work without the static mesh approach, I always seem to have an issue of the sockets of the original being used.
As soon as I’m home I shall investigate.
Currently trying get all my traces packaged into a nice easy to use Macro but you can’t have multiple traces referenced in 1 macro. May go down the “Object Name” route and rid myself of all these traces. Also read somewhere about expanding things like Add Box Collision (I.e so you can plug in a variable for trace channel etc) but that’s C++ stuff and therefore scary. Us trial and error boys like our blueprints.
Weeeell… there is a little extra step.
to get the right position you have to get the traced instance transform and add the socket as an offset on top off it.
This is Bob.
Bob is our new PlayerCharacter.
Look how happy he is :o
He is made of some StaticMeshes and 12 Cable Components to mimic the body.
The idea is to make some decent procedural animations without using the AnimBP.
[/spoiler]
…was to too unflexible and hard to be extended.
However, I’m pretty happy with this new approach because it gives me more freedom.
I am currently working on a walkcycle.
Hope to have something presentable soon…
Sooo after spending quite some time on Bob, I decided to change the design of the Physics Building Mode.
One of the reasons for this was, that I was a little dissatisfied because it resembled Besiege too much and was too “bulky”.
This new design choice was inspired by a BridgeBuildingGame. Luckily my setup was flexible enought to be modified with minor adjustments.
The MainProject update is a little overdue because I’m bizzy learning C++ and don’t have too much time to work on this.
I hope to have v1.3 ready somewhere next week.
Hmm sorry if the video looks weird, I added youtubes anti shake thing to test it out but it looks horrible. might take some time till it reverts it back again.
Bob’s got some pants and learned to walk sideways.
Might add directional movement and only let him strafe when in combat mode or something…
While cleaning up BP’s I got a bit bored and tried if I could make some quadruped creatures that could be used as AI.
This dog was handmade, but I will try to make the process more procedural so it can be randomized inside the construction script.
Maybe even some creature creator like in Spore (way more limited of course).
Actually there are no physics involved (only the dogs tail). The whole walkcycle is driven by a single Timeline, some traces (for IK/Landing&Jumping) and setting Location/Rotation of some ControlMeshes.
It works good for a walkcycle but I have some problems with Rotation Gimbal lock. When I rotate the arms they go crazy.
Makes it difficult to use this system much further when I cannot make any pseudo animations for axe swinging etc.
A mount would be easy though, I’ll just use the dog
@Zarkopafilis
I changed the whole building system to work with sockets. Kinda like yours, just without the need of collisionboxes.
It works great but still needs some work with the placing restrictions and Child/Parent Destruction.
Any progress on your side? :o
Some of you might wonder if this project is dead, it isn’t. I just don’t work so much on it anymore (max 3-5h/week).
Many things have changed since my last update.