Announcement

Collapse
No announcement yet.

Unreal Engine Livestream - Animation Blueprint Setup & Walkthrough Part 3 - June 28 - Live from HQ

Collapse
X
  • Filter
  • Time
  • Show
Clear All
new posts

    [TWITCH] Unreal Engine Livestream - Animation Blueprint Setup & Walkthrough Part 3 - June 28 - Live from HQ

    Click image for larger version  Name:	AdvAnimationPart3_TW.jpg Views:	1 Size:	95.3 KB ID:	1494523





    WHAT
    Building on the concepts from the Animation Blueprint Setup & Walkthrough livestreams, Part 1 and Part 2, Jay will demonstrate how to create additive animations, such as hit reacts, and the melee twist, which gets some animation back on the hips when doing upper-body melee attacks. He'll also share some tips and tricks on how to speed up your iteration times.

    Download the FREE Paragon assets today!

    WHEN
    Thursday, June 28th @ 2:00PM ET - Countdown

    WHERE
    Twitch
    Youtube
    Facebook

    WHO
    Jay Hosfelt - Lead Animator - @HosFross
    Tim Slager - Community Manager - @Kalvothe
    Amanda Bott - Community Manager - @amandambott

    If you have questions for the folks on the livestream, feel free to toss them in the comments below and we'll try to answer them!

    Last edited by Kalvothe; 08-17-2018, 04:27 PM.

    #2
    Originally posted by iamjohngalt1975
    Please for the love of God and all things holy, show how to do a turn left and right 90 in place, where the upper body only rotates to a certain degree, then the lower body play the turn in place and rotate the player to face the upper body.

    Regards
    I am with you on that one, however for the past few streams not a single question from these threads was asked during the stream So I wouldn't hold my breath.

    Comment


      #3
      I wish we would get some end-product implementations. Not just the initiate or the quick and dirty solution

      Comment


        #4
        Originally posted by iamjohngalt1975
        Please for the love of God and all things holy, show how to do a turn left and right 90 in place, where the upper body only rotates to a certain degree, then the lower body play the turn in place and rotate the player to face the upper body.

        Regards
        Yes please and thank you kindly!

        Comment


          #5
          I can't wait, But can you please include more info of the summer pack (Sorry there a lot of Characters from Paragon that me and others would like to know about that are still missing).

          Comment


            #6
            Originally posted by iamjohngalt1975
            Please for the love of God and all things holy, show how to do a turn left and right 90 in place, where the upper body only rotates to a certain degree, then the lower body play the turn in place and rotate the player to face the upper body.

            Regards
            For the love of spaghetti and all that is full of holes, they show you how to do this in the Learn tab of the UE4 side of the Epic Launcher - > Content Examples. Load up the project and open the Animation level. Here's the corresponding guide:

            https://docs.unrealengine.com/en-US/...tion/AimOffset

            In the character, you can see that the example project turns the way you describe. Pretty sure it's not that complicated, I looked at it a long time ago and keep telling myself I'll do it "some day"

            Comment


              #7
              Originally posted by iamjohngalt1975

              Yeah that is totally not what i am asking about, that shows how to setup a 2d aimoffset, i know how to do that. What I am talking about is the TURN IN PLACE 90 that goes with that aim offset so that when you reach a certain degree in that 2d aim offset it plays a turn 90 in the lower body that rotates the characters capsule to face the degree in the 2d aimoffset........

              Regards
              In the character, you can see that the example project turns the way you describe. Pretty sure it's not that complicated, I looked at it a long time ago and keep telling myself I'll do it "some day"
              Look at the project. The character has the 90 degree turn you're talking about. It's simply measuring the difference between aim offset and character rotation, then adding a rotation whenever the difference goes over 90. It's right there, very straight forward.

              Comment


                #8
                The plant and turn thing I reckon needs to switch briefly to root motion IMHO. Aim offsets are a different case (I think) .

                Comment


                  #9
                  Originally posted by iamjohngalt1975

                  You sir are mistaken, i just redownloaded that content example and looked, it does not have what I am talking about it simply flips that aim offset to the other side, the character is always rooted inplace and never rotates the lower body.........

                  Regards
                  The character 100% does a turn in place when you move the mouse around past 90 degrees. Dig a little deeper, maychance

                  TBH it's been over a year since I opened it and I don't have the hard drive space to open it now, but that's what I remember. I don't think the trenchcoat dude does an owl-headed 360 rotate in place with its upper body.

                  Comment


                    #10
                    Yah!

                    [Question] how are these affected by the upcoming version 4.20 ? and what would be involved in updating them to 4.20 ?

                    PS: posting on the forums seems to be on crack today ! wanted access to my clipboard & some other craziness also

                    Comment


                      #11
                      [Question] How come the Shinbi AnimBP can't be retargted to Rampage? Everytime I've attempted to do this the engine crashes, not even letting me send a bug report?

                      Comment


                        #12
                        Loving the animation streams, keep them coming, would be nice if they were longer and more frequent though..

                        Comment


                          #13
                          Hello. I'm loving the Paragon assets. I'm trying to figure things out and I have a question. I can't understand what is the difference between
                          "PrimaryMelee_B_Slow" and "PrimaryMelee_B_Slow_MSA".
                          What does MSA stand for? This acronym pops up in the namings of Paragon animations and I can't figure it out.

                          Comment

                          Working...
                          X