Strider - Procedural Animation Warping Plugin

Hi @Avindr,
Those are great news.
Can’t wait to try out he new update.
Thank you very much!

Hello @Avindr

Suppose you have a third person shooter game where you have enemies shooting at the player (Around 10 enemies). Would one add the full Strider features (Orientation, Stride, Bank, Acceleration, Slope) for the enemies? Or are they so complex/expensive on performance that they should just be used on the player character only?

They aren’t expensive at all. I don’t think I’d even blink for 10 enemies using a full Strider setup.

Hi all,

Strider v1.6 has been submitted to the marketplace with some changes, fixes and new features. See sections below for details.

I have setup a github repository for Strider. This is intended for users who would like to fork the project, make pull requests and access the source code directly as updates are available (don’t have to wait for marketplace approval). If you would like access to this repository, please send an email to the plugin ‘support email’ address requesting access. You will need to provide proof of purchase (your invoice) before access is given.

Bug Fixes:

  • Fixed several warnings
  • Enumerations are now strongly typed to avoid enumeration conflicts.
  • Fixed a bug in slope warping node where the foot orientation could be incorrect in certain circumstances (edge case)

Stride Warp:

  • Added a new feature to allow ‘Additional Bones’ to be adjusted as the hips are adjusted. This is intended for use with the IK-Hands so that if you have IK animations, they will be shifted down with the hips and stay in-line with the body. See the ‘Advanced Display’ dropdown on the details panel (its a little arrow at the bottom without a title)

Slope Warp:

  • Added the same ‘Additional Bones Adjustment’ feature as the stride warp node. See the ‘Advanced Display’ dropdown on the details panel (its a little arrow at the bottom without a title)
  • Added an ‘IK Root Left Vector’ property to accommodate non-standard rigs where the IK-Root X-axis isn’t pointing left.
  • Small re-factor / review which fixes some edge cases.

Hi Avindr, I was wondering if you can recommend to use Strider also for the AI, when you usually have around 20 entities around. Also would like to see your related Strider setups for jump and crouch. Great plug-in!

Oh and one more thing, is it viable to expose another Strider node for parsing AnimNotfies, would this make sense? Free example AN usage https://www.unrealengine.com/marketp…a-footstep-vfx If I could just plug-in left and right foot anim notifies into a Strider parser, we could shortcut editing dozens of animations.

AI works well too, but had to make soem slight modifications so that entering AnimGraph states works. A quick presentation, though the small hickups are likely due to streaming levels loading, with meshes not configured for streaming yet, or requires some more bp cleanup, since I just migrated player and ai to Strider.

Can you give us an update on Motion Symphony for Unreal?

A new version supporting UE4.26 has been submitted and should be available soon.

I’ve responded to this already on other platforms, but for anyone else wondering, MoSymph is making good progress but I still have a lot of work to do on it before release. My goal has always been end of 2020 / early 2021 but even if I don’t make that goal, I won’t release it until it is ready.

After the latest 4.25 update (around middle of December 2020?), I’ve encountered a crash related to a post process AnimBP containing a SlopeWarp node. I still investigate this issue, but since it only happened after that update I thought I mention it here. Could be well something different. Will post here again if I have more info.

Hi, Thanks for the information. I will investigate. Please let me know if you find out any further information.

Hello Avindr,

I’m trying to set up Strider on a non standard up axis and I’m getting unexpected results. I’ve sent you a DM with details and screenshots.

Jeremy

Hi,

I’ve received your email and will investigate shortly.

Cheers

Hi, was taking a look at the 8 way movement I noticed that If I press D then press S the cardinal direction is incorrect, it’s stuck at 1.
Checked the GetNextCardinalDirection function and if cardinal is 1 and direction changes to 135 that condition is never met so it returns the same cardinal direction.

1 Like

I have disabled animations for better visualization of my problem in this video

The Problem:
When I run forward then quickly lean left to right then it transitions quickly exactly how I want it.
But if I’m turning left and I spin for a while and take my time… THEN When I switch the direction it takes a very long time… How can I set a fixed value for this transition time?

im trying to implement the orientation warp with Synty model character
i even test it with example project and only change the mesh/skeleton with synty model

but the warping doesn’t work
any idea how to fix it ?
https://drive.google.com/file/d/1F-vRv3rFQ0mL8BlDXLrHv92CO9XH3_MV/view?usp=sharing

Hi I am trying to set this up with my own animations, with a fresh project i have remade what was in the example project the only difference is i am using my own animations.

The movement does not seem to work as expected. strafe for example seems to just play the same animation and slide the player from side to side.

Any idea why that may be?

Hello @Avindr, did you yet test Strider with the new Unreal Engine 5.4 animation warping system (including over 500+ free motion animations)?

Sample here at 0:29 min in https://www.youtube.com/watch?v=233cdsSz3iE