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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Originally posted by razmaz51 View PostSo 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?
Originally posted by banzai79 View PostHi, it's me again and my stupid questions))) Could you show how to change the menu labels and remove unnecessary items. Thanks
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 PostCan 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/NdUHQnC
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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.
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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.
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Originally posted by razmaz51 View PostI 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.
Originally posted by razmaz51 View Posthow 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?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/NdUHQnC
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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.
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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.
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Originally posted by razmaz51 View PostWell 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?
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?
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/NdUHQnC
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Originally posted by razmaz51 View Postnot exactly , let me look at it. Are you calling it as a montage then?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/NdUHQnC
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Originally posted by razmaz51 View Postwhat if character don't currently have a roll animation? what do you swap it with?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/NdUHQnC
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