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Animation Techniques used in Paragon and January Game Jam Theme Announcement - Live From Epic HQ

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    #16
    Originally posted by alltrueist
    Sad i missed this. Is there a recording of this somewhere?
    yeah, twitch keeps it available
    http://www.twitch.tv/unrealengine/v/35428438

    Originally posted by iniside
    IS the Speed Warping node going to be added into main branch ? It's looking super-mega usefull
    I believe so, they seem to want to include that on the engine. but isn't any time soon, sadly. Please someone correct me if I'm wrong
    Last edited by HRuivo; 01-15-2016, 09:11 AM.
    Hugo HRuivo Ruivo
    Game Programmer | Abyssal

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      #17
      Originally posted by waizz View Post
      Is it possible to stream the game on my chanel twitch during the test?
      No, you are not allowed to that. You'll have to sign an NDA beforehand.

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        #18
        The video archive has been published:

        Twitch /unrealalexander| Twitter @UnrealAlexander
        How to report a bug? | Installation & Setup issues?
        Call me to a thread by posting this: [MENTION]Alexander Paschall[/MENTION]

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          #19
          Originally posted by HRuivo View Post
          I believe so, they seem to want to include that on the engine. but isn't any time soon, sadly. Please someone correct me if I'm wrong
          Correct, it won't be in 4.11, but it will be in a future release.
          Twitch /unrealalexander| Twitter @UnrealAlexander
          How to report a bug? | Installation & Setup issues?
          Call me to a thread by posting this: [MENTION]Alexander Paschall[/MENTION]

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            #20
            Is there a chance for releasing Paragon scripts/code/assets sometime in the future? (For modding or as an example for developers)

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              #21
              Originally posted by Alexander Paschall View Post
              Correct, it won't be in 4.11, but it will be in a future release.
              Originally posted by HRuivo View Post
              yeah, twitch keeps it available
              I believe so, they seem to want to include that on the engine. but isn't any time soon, sadly. Please someone correct me if I'm wrong
              Thank you.

              One more question then, because I don't think it was asked on stream.

              Is the animation prediction also going to be added into main branch ? IT's really brilliant how it get rid of root motion for movement, and would also be super usefull.
              https://github.com/iniside/ActionRPGGame - Action RPG Starter kit. Work in Progress. You can use it in whatever way you wish.

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                #22
                Will there be some example content for doing the capsule-marking? Using this as a pseudo-root-motion looks amazing.
                Last edited by n00854180t; 01-16-2016, 08:02 AM.
                Storyteller - An immersive VR audiobook player

                Dungeon Survival - WIP First person dungeon crawler with a focus on survival and environmental gameplay ala roguelikes

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                  #23
                  Originally posted by n00854180t View Post
                  Will there be some example content for doing the capsule-marking? Using this as a pseudo-root-motion looks amazing.
                  I second this. Watching this stream was the worst tease.

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                    #24
                    Incredible techniques for working with animations. With Paragon we can play and learn, excellent!. Thanks again!

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                      #25
                      Originally posted by thejerenator View Post
                      I second this. Watching this stream was the worst tease.
                      Hahah I know right! :P
                      Storyteller - An immersive VR audiobook player

                      Dungeon Survival - WIP First person dungeon crawler with a focus on survival and environmental gameplay ala roguelikes

                      Comment


                        #26
                        Hey guys,

                        You said that you use the distance curve in your animation to do a kind of inverse root motion, where the curve dictates the animation frame. That being said, how do you find the proper spot on the curve? You take the distance from your dropped pivot and... iterate over the entire curve until you find the right spot?

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                          #27
                          Hi guys,

                          I also have the same doubt, how do you find the proper spot on the curve? I mean, how do you calculate the Explicit Time that you use to Evaluate the animation sequences ??

                          Thanks again for sharing those with us !

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                            #28
                            We do a binary search on the distance curve. We have several assumptions:
                            1) a key per frame of animation.
                            2) linear interpolation in between keys, just like animation.
                            3) distance curve values are in increasing order.
                            4) we don't have duplicate values, except for the stop transition when it reaches zero.
                            Laurent "SenorZorro" Delayen
                            Senior Gameplay Programmer
                            Epic Games

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                              #29
                              Thanks for the info! Of course, this brings up the question if there is some function not currently available in the public engine that allows getting arbitrary values in the curve? In my engine all I can is get the value at the current frame.

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                                #30
                                Originally posted by [EPIC] Laurent Delayen View Post
                                We do a binary search on the distance curve...
                                Hi @LDelayen,

                                Thanks again for sharing those with us !

                                Help me to clarify things a little bit please.

                                So, You loop from 0 to animation-time-length and using float Value = FRichCurve::Eval(float Time) to evaluate the curve and get the value. When Value is equal to your current capsule rotation (for example, assuming that we are doing this for the turn animation) then you finish the search and evaluate the anim sequence using that Time.

                                This is the idea ? and you do this inside the Tick ? is not a problem in term of consuming CPU or the binary search algorithm is enough to find very quickly the value ?

                                Please, help me to clarify this.

                                PD: Sorry for my english

                                Thanks so mush !!

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