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Another way for attaching stuff to a socket.

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    [FEATURE REQUEST] Another way for attaching stuff to a socket.

    The way everyone is doing it right now seems sortof tedious to me by importing the items pre rotated. Wouldnt it be better if you could have an option for not moving the socket but moving the origin of the preview mesh to fit the character? And then the socket saves that point and rotation for that specific mesh for whenever it gets attached to it.


    This is in the skeletal mesh editor or the socket manager(for skeletal and static mesh)

    #2
    I have no ideea what you mean. You can create a socket, attach a preview mesh to it in the skeletal mesh editor and then use that as a reference to position the socket.

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      #3
      Originally posted by DamirH View Post
      I have no ideea what you mean. You can create a socket, attach a preview mesh to it in the skeletal mesh editor and then use that as a reference to position the socket.
      See when you need to attach a weapon reference in game like a spear that's fine 1 weapon 1 socket just line up the preview in the skeletal mesh editor. But when you need to attach a different weapon like a rifle with the same socket as the spear you'll need to export that weapon pre-rotated and in position so that it fits into the hand properly. And this can be inaccurate and also it rotates the original mesh at an angle. Why not make the socket or the preview mesh save a custom rotation and location so that whenever it gets picked up in-game instead of going to the socket it would go to its custom rotation and location for that socket.

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        #4
        There is no need to export the weapon rotated. It is, of course, that you experiment every weapon with your socket and take notes on which is the necessary rotation and displacement from the pivot in order to make it fit properly. Once you do that, you can store those values in a table and when the pickup occurs you check this table and apply the rotation and displacement stored there for the pickup type.
        Nilson Lima
        Technical Director @ Rigel Studios Ltda - twitter: @RigelStudios
        Join us at Discord: https://discord.gg/uFFSEXY

        UE4 Marketplace: Cloudscape Seasons
        supporting: Community FREE Ocean plugin

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          #5
          Seems unnecessarily tedious. So preview the socket with every weapon and then CTRL Z the socket back to the original position every time while writing it in a note pad outside of the engine or flipping to and from the skeletal mesh editor to see what the difference is between the rotation, and not just the rotation but the location to... Meh seems rly annoying, the way Im talking about would make it just so much easier and legit. Like think about it, all you would need to do is align the preview mesh and the it would save the rotation and location for that actor so that whenever you attach something to the socket at run time it checks to see if there is a custom location and rotation for that actor.
          Last edited by CurryCo.; 02-22-2018, 07:53 PM.

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            #6
            Perhaps... Im not working with this workflow for quite some time... so I can't say there are other ways. Since there are so many quality of life improvements already implemented in some aspects of the engine, I think your suggestion should be considered. Im not sure where such data would be stored and that might be the main reason such way is not implemented. Lets hope this suggestion gets their attention.
            Nilson Lima
            Technical Director @ Rigel Studios Ltda - twitter: @RigelStudios
            Join us at Discord: https://discord.gg/uFFSEXY

            UE4 Marketplace: Cloudscape Seasons
            supporting: Community FREE Ocean plugin

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              #7
              What if the same socket could be used to attach the same item in multiple ways? What if project don't need attachments with offsets but relies heavily on attachments without offsets? What if artist accidentally missaligned item model on preview while testing something or tried to attach in preview lots of different models that never will be used? What if team already have attachment system developed that does exactly that and even more and don't need native implementation?

              You'd better rethink your idea to be less intrusive and more controllable and less prone to human factor and accidental errors.

              And here are few little tricks we use that you may find useful:
              - we used to use two different sockets for "rifles" and "spears" before we implemented our current system
              - we store attachment offsets and rules for every item in data table alongside with all other item attributes
              - we don't attach most of the items in runtime but use preattached geometry and just turn it off with no item attached and change model accordingly to what is attached
              - we use clone of actual character blueprint to experiment with attachments and calculate offsets, this way it's not important in what state we leave attached geometry as our attachment system will overwrite it with proper values
              - lately when we had lots of new items to process, we implemented customized character for just that, it has set of animation blueprints initialized in most important poses and, more importantly, it has editor-callable event, that records state of all attachments it currently have (usage - load empty map with this actor placed, attach whatever to it in blueprint editor, select it on map, press button in details panel, collect exported data ready to be used as part of item attributes)
              - we store data tables in JSON to make them easily editable outside of the editor
              - and we use hand IK to fix minor animations and attachments flaws

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