Mannequin Showcase-Setup: https://youtu.be/fD6KAgnxu0A
Metahuman Showcase: https://youtu.be/U1hO50egQ4Q
Demo Mannequin: https://drive.google.com/drive/folders/1OziTDvACYDdz6WNKgriXNI33EAFNTg6Z?usp=sharing
Demo Metahuman: https://drive.google.com/drive/folders/1CVHScnHmdaHNWKHMT-F0Az9wG17dVtHj?usp=sharing
Doc: https://docs.google.com/document/d/1vtZabYqNiSYKS3Y7dAbJ6GRpfp6L6h-kEvAgrU85zrc/edit?usp=sharing
Required: 8 Way Directional Root Motion Movement, Turn In Place(Optional), Walk Start-Stop(Optional).
Mannequin used as a Test Character.
This product is a BASE TEMPLATE for a Realistic First Person Character. You may need to tune it to use on your own projects. It needs an intermediate level of blueprint knowledge to be edited and used. The blueprint is organized for ease of navigation.
Details Of Differences:
1. Its hard to edit data flow rate to make animation transitions smoother in a common blendspace. Because velocity and direction values are calculated almost instantly.
1/.Editable speed and direction data flow rate.
2. 'Calculate Direction' code in 'Anim Graph' has issue for first person character(Depends on where your 'Use Pawn Control Rotation' is). Because it gets data from mouse and keys. So if you are walking right cross, and turning mouse left, two animation overlaps.
2/. Direction only receives data from keys. Mouse just used for looking around.
3. Most common way to clamp camera rotation is using 'Set View Yaw Max-Min' but this code clamps camera to just one world direction.
3/. Camera rotation is calculated when there is no movement(Idle State). When there is movement , camera rotation value is being reset. And when you stop, it starts calculating from where you are looking at. (This code has just calculation, not limitting. So you can easily edit if you want to stop rotation or use 'Turn In Place' in any angle you want)
4. Root motion based character has issues to turn the mesh while moving. Orient Rotation won't work because it is not an 'in place' animation. The <'Use Controller Rotation Yaw(CBP)' true> code is not realistic enough on its own.
4/. Mesh is rotating where we are looking at while walking as fast as we want(editable).
5. Camera rotation while looking at our torso is like rotating from middle of the camera (not realistic). Even if you change piwot point, rotation point won't change.
5/. When looking at one side(right or left), camera location moves slightly to opposite side. This fixes the distorted rotation and makes the camera stay at eye level, and feel more stable.