Announcement

Collapse
No announcement yet.

Advanced Locomotion System V3

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

    Just spent the last 3 hours watching the unreal tutorials on how to add montages/animations. Please can anyone direct me in the direction of adding a punching animation from kubold fighting set. Anything would help? How do we add retargeted animations to an input.

    Comment


      Originally posted by KingTumTum101 View Post
      Could you provide a screenshot of the Animgraph thats causing the problems? It should be the same as any other graph, so I'n not sure why it would be doing that.
      Sorry for the late reply. Had no Internet. Here is both examples I have tried. Keep in mind this is just me trying to add a rifle idle position. I figured once I set this up, I can try and learn how to do a no equip locomotion and an equipped locomotion.
      Attached Files

      Comment


        Originally posted by darkirewolf View Post
        Sorry for the late reply. Had no Internet. Here is both examples I have tried. Keep in mind this is just me trying to add a rifle idle position. I figured once I set this up, I can try and learn how to do a no equip locomotion and an equipped locomotion.
        So its going into A pose because you aren't feeding anything into the slot. Slots are just a way of injecting an animation into a place in the graph from code or blueprint, they themselves aren't animations. You could feed an animation, like a Rifle Idle into the slot where it says source.

        Comment


          Okay that makes sense now. I have it working and i figured out that I forgot to connect the "used cached locomotion" reference. Only question now is how do I change the event graph? On other animation blueprints, they seem straight forward. On this though it seems like it a special system driving the character.

          Comment


            I am unable to get the Foot IK to work on any other mesh, regardless of skeleton. I am using the same skeleton on a different mesh, am using the same AnimBp, same PostProcess AnimBP, same Physics Asset - but I can't get the feet to work on steps?

            Comment


              Am I missing something or is there no PDF document in the new version? Don't have access to my dev machine right now, was hoping to just study outside of engine.

              Comment


                Originally posted by Xodroc View Post
                Am I missing something or is there no PDF document in the new version? Don't have access to my dev machine right now, was hoping to just study outside of engine.
                Unfortunately I didn't have time to include a new PDF for V2. Thats something I'm working on and will release it when its done. I have a full time summer job so I don't have tons of time.

                Comment


                  Originally posted by Macw0lf View Post
                  I am unable to get the Foot IK to work on any other mesh, regardless of skeleton. I am using the same skeleton on a different mesh, am using the same AnimBp, same PostProcess AnimBP, same Physics Asset - but I can't get the feet to work on steps?
                  Does anyone else have this issue - or is it just me ?

                  Comment


                    Did you add the virtual bones?

                    Comment


                      Originally posted by Macw0lf View Post
                      Does anyone else have this issue - or is it just me ?
                      Did you set the mesh to use the proper post process animbp? You have to set it for each individual mesh.

                      Comment


                        Originally posted by Cmcginn View Post
                        Did you add the virtual bones?
                        I'm having a problem right now with the Virtual Bones now, I can't save the transform of the VB after change to the maniqui setup. There is any special Key to sabe the transform??

                        Comment


                          Originally posted by NightmareSystem View Post
                          I'm having a problem right now with the Virtual Bones now, I can't save the transform of the VB after change to the maniqui setup. There is any special Key to sabe the transform??
                          You dont need to save the transforms. The positions of the VBs get modified in the Post Process AnimBP.

                          Comment


                            Originally posted by KingTumTum101 View Post
                            Did you set the mesh to use the proper post process animbp? You have to set it for each individual mesh.
                            I used the existing postprocess animbp (not the blank one). The mesh shares the same skeleton as the mannequin so the virtual bones are there.. can't figure it out.

                            I know there is no documentation out, but maybe you can list the steps quickly in point form to use another mesh with the same skeleton. I must be missing something somewhere.

                            Comment


                              Originally posted by Cmcginn View Post
                              Did you add the virtual bones?
                              Don't think i need to considering it uses the identical skeleton. (i exported my epic compatible mesh from another UE4 project, then reimported it and selected the skeleton in use in this pack - so I only have one skeleton in the project which shows the virtual bones.

                              Should I maybe rather have imported the mesh with the original mannequin skeleton and then retargeted it?

                              Comment


                                Originally posted by Macw0lf View Post
                                I used the existing postprocess animbp (not the blank one). The mesh shares the same skeleton as the mannequin so the virtual bones are there.. can't figure it out.

                                I know there is no documentation out, but maybe you can list the steps quickly in point form to use another mesh with the same skeleton. I must be missing something somewhere.
                                You still have to go into the skeletal mesh settings and assign the Post Process animbp to it. It doesnt matter that you are using the same skeleton.

                                Comment

                                Working...
                                X