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    So I tried to add your roll forward animation to another character which is based on the UE4 skeleton. The animation works fine , except at the end of it he snaps back to the start position awkwardly. I have read this is because of root motion , or I guess the capsule stays put and the mesh moves. Although I enabled root motion in the animation it still does the same thing. Is there anything else I can do?

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      hamsterPL When are you going to put some of massive improvements up? Looks great.

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        Hi, it's me again and my stupid questions))) Could you show how to change the menu labels and remove unnecessary items. Thanks

        Comment


          Originally posted by razmaz51 View Post
          So I tried to add your roll forward animation to another character which is based on the UE4 skeleton. The animation works fine , except at the end of it he snaps back to the start position awkwardly. I have read this is because of root motion , or I guess the capsule stays put and the mesh moves. Although I enabled root motion in the animation it still does the same thing. Is there anything else I can do?
          Did you changed animation in montage? Check time end of montage section, because your animation might be longer for example. That's one idea. Second this is that enabling root motion is not everything, you need to remember that animation it self has to have root motion too. You check it in animation view port be anbling "process root motion". Check if character is changing location while rolling.
          Originally posted by theProfessor View Post
          hamsterPL When are you going to put some of massive improvements up? Looks great.
          This will be ongoing thing. Some updates might be bigger then other ones. I think it might take me 6 months to do everything, or maybe even more.

          Originally posted by banzai79 View Post
          Hi, it's me again and my stupid questions))) Could you show how to change the menu labels and remove unnecessary items. Thanks
          It's made in these UMG widgets:
          WidgetBlueprint'/Game/ThirdPersonKit/Blueprints/User_Interface/WB_Level_select_widget.WB_Level_select_widget'
          WidgetBlueprint'/Game/ThirdPersonKit/Blueprints/User_Interface/WB_Main_menu_widget.WB_Main_menu_widget'
          WidgetBlueprint'/Game/ThirdPersonKit/Blueprints/User_Interface/WB_Options_widget.WB_Options_widget'

          Originally posted by mechadeck View Post
          Can you add a tag based system to control what actor classes the AI should react to?

          It's doable already. Stay tuned for tutorial/more info in incoming days/week.
          Game frameworks on Unreal Marketplace:

          Third Person Shooter Kit - February 2017 Community Pick! - https://www.unrealengine.com/marketp...on-shooter-kit

          Side Scroller Shooter Kit - https://www.unrealengine.com/marketp...er-shooter-kit

          Support Discord channel: https://discord.gg/6rgv5Tj

          Comment


            well yea , with process root motion , he rolls along the floor making progress along til he rolls off the edge. a red line appears where he ( root) has gone. When I make the capsule visible in game , you can see he rolls right out of the capsule , leaving it behind., Then it seems he snaps back to capsule at end of animation. So he rolls , capsule stays in place. On your character with same animation , I can see that the capsule move forward with him when he rolls., When he is in roll position , it seems the capsule even shrinks around him , then lengthens again when he positions back to stand. He pops up slightly when the capsule lengthens. I noticed that in the anim bp if I set it to " root motion from everything" , then in pie , he rolls in place , no matter whether "enable root motion " is checked or not in the animation. Just like if I set anim bp to " from montages only" then he rolls forward and out of the stationary capsule , whether " enable root motion " is checked or not in the animation.
            Last edited by razmaz51; 02-12-2019, 08:48 PM.

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              I figure it may be something with the current project. I borrowed the roll animation from the Action RPG and it behaves exactly the same. I tried the original animation i was using in a fresh 3rd person project and even though it did not roll forward,( more to the right), the capsule did move with the character.

              Comment


                how come in your rolling animation the capsule moves and shrinks with the character? when I add animation like "duck" or "roll" , the capsule just stays static and don't move or shrink? even though the mesh moves.I mean , even in the crouch animation , the capsule shrinks down into a sphere when he lowers. What kind of logic does that?
                Last edited by razmaz51; 02-13-2019, 10:55 PM.

                Comment


                  Originally posted by razmaz51 View Post
                  I figure it may be something with the current project. I borrowed the roll animation from the Action RPG and it behaves exactly the same. I tried the original animation i was using in a fresh 3rd person project and even though it did not roll forward,( more to the right), the capsule did move with the character.
                  Can you send me this animation? Or if it's from some free project, just point me to asset path and I will check it.
                  Originally posted by razmaz51 View Post
                  how come in your rolling animation the capsule moves and shrinks with the character? when I add animation like "duck" or "roll" , the capsule just stays static and don't move or shrink? even though the mesh moves.I mean , even in the crouch animation , the capsule shrinks down into a sphere when he lowers. What kind of logic does that?
                  Capsule is shrinking during roll (and crouch and slide) so player will be able to roll under obstacle. https://youtu.be/eAsPBSaD-fY?t=359 I don't remember function name now, but I think you can easly find it in crouching graph logic.
                  Game frameworks on Unreal Marketplace:

                  Third Person Shooter Kit - February 2017 Community Pick! - https://www.unrealengine.com/marketp...on-shooter-kit

                  Side Scroller Shooter Kit - https://www.unrealengine.com/marketp...er-shooter-kit

                  Support Discord channel: https://discord.gg/6rgv5Tj

                  Comment


                    Well one of the animations is the roll animation from Epic's Action RPG, which I think is free on the marketplace or maybe even the learn tab. Forgot where I got it, some I bought like the "ninja starter pack" . they all have root motion it seems , but enabling root motion in the animation and setting the default in the anim bp to any settings like " root motion for everything " , " root motion from montages only " or " ignore root motion" , or any of them don't make any difference. Character still jumps out of the stationary capsule , then snaps back. Even if I put the "roll forward standing to stand " from the soldier set in your kit on him , it still does the same thing. Some animations , like " roundhouse kick" for example I added are not a problem because they are in place animations so it really don't make too much difference.I am probably missing something maybe in the state machine in anim bp? I added the state there and a couple bools in the transitions that are tied in with some basic nodes in the character bp with an input to activate the animation , but in the state itself it is only the animation connected directly to the end result with nothing else.Like I say , they play fine but the capsule is the issue. Is there somewhere I need to add some additional blueprint functions to the animation , to allow the capsule to move and shrink and change with the character ? other than just adding it and setting root motion? Or settings in the character bp capsule collision , or half height or something? Some animations I import come in with a physics asset and skeletal mesh. Should they be imported this way? or without?
                    Last edited by razmaz51; 02-15-2019, 08:57 PM.

                    Comment


                      Also I tried creating a montage and setting up a layered blend thing in the anim graph , but I need to connect that to a " final animation pose" node , but in the anim graph the " final animation pose" node is already being used and it seems I cannot connect more than one thing into it , and I cannot seem to create another " final animation pose " node. Or copy it.

                      Comment


                        Originally posted by razmaz51 View Post
                        Well one of the animations is the roll animation from Epic's Action RPG, which I think is free on the marketplace or maybe even the learn tab. Forgot where I got it, some I bought like the "ninja starter pack" . they all have root motion it seems , but enabling root motion in the animation and setting the default in the anim bp to any settings like " root motion for everything " , " root motion from montages only " or " ignore root motion" , or any of them don't make any difference. Character still jumps out of the stationary capsule , then snaps back. Even if I put the "roll forward standing to stand " from the soldier set in your kit on him , it still does the same thing. Some animations , like " roundhouse kick" for example I added are not a problem because they are in place animations so it really don't make too much difference.I am probably missing something maybe in the state machine in anim bp? I added the state there and a couple bools in the transitions that are tied in with some basic nodes in the character bp with an input to activate the animation , but in the state itself it is only the animation connected directly to the end result with nothing else.Like I say , they play fine but the capsule is the issue. Is there somewhere I need to add some additional blueprint functions to the animation , to allow the capsule to move and shrink and change with the character ? other than just adding it and setting root motion? Or settings in the character bp capsule collision , or half height or something? Some animations I import come in with a physics asset and skeletal mesh. Should they be imported this way? or without?
                        Hi I guess you used this animation from action RPG template:
                        AnimSequence'/Game/Characters/Animations/Dodge_Small_Forward_Roll.Dodge_Small_Forward_Roll'

                        I've checked it and it has indeed root motion animation.
                        I've migrated this animation and character to TPS kit. I've change retarget rig to humanoid on twin blast character. I've retargeted animation and swap it in AnimMontage'/Game/ThirdPersonKit/ParagonTwinblast/Animations/AM_RollForwardStandingToStand_Montage_TwinBlast.AM_RollForwardStandingToStand_Montage_TwinBlast'

                        I've added animation notifies that where in original animation.
                        And looks like everything works fine.

                        Suggestions - have you done it the same way? Did you add animation notifies to retargeted animation?




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                        Game frameworks on Unreal Marketplace:

                        Third Person Shooter Kit - February 2017 Community Pick! - https://www.unrealengine.com/marketp...on-shooter-kit

                        Side Scroller Shooter Kit - https://www.unrealengine.com/marketp...er-shooter-kit

                        Support Discord channel: https://discord.gg/6rgv5Tj

                        Comment


                          not exactly , let me look at it. Are you calling it as a montage then?

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                            Originally posted by razmaz51 View Post
                            not exactly , let me look at it. Are you calling it as a montage then?
                            Well yes. You swap animation sequence in montage. You don't have to add any new logic for it.
                            Game frameworks on Unreal Marketplace:

                            Third Person Shooter Kit - February 2017 Community Pick! - https://www.unrealengine.com/marketp...on-shooter-kit

                            Side Scroller Shooter Kit - https://www.unrealengine.com/marketp...er-shooter-kit

                            Support Discord channel: https://discord.gg/6rgv5Tj

                            Comment


                              what if character don't currently have a roll animation? what do you swap it with?

                              Comment


                                Originally posted by razmaz51 View Post
                                what if character don't currently have a roll animation? what do you swap it with?
                                Not quite understand. You don't have roll animation? Well then I suggest disable input for rolling in project settings, because then character will try to play animation that doesn't exist, which for sure will lead to bugs.
                                Game frameworks on Unreal Marketplace:

                                Third Person Shooter Kit - February 2017 Community Pick! - https://www.unrealengine.com/marketp...on-shooter-kit

                                Side Scroller Shooter Kit - https://www.unrealengine.com/marketp...er-shooter-kit

                                Support Discord channel: https://discord.gg/6rgv5Tj

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