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Advanced Locomotion System V3

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    #16
    Hi. I keep looking at this to purchase but as animation is not something I've delved into yet I've no idea if it would be useful. Maybe you could make a quick video showing setup and the steps you'd take to add and modify animations please? However i do know my game will need to use IK for various things so will this ultimately be no use without root motion?
    Kind regards.
    John

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      #17
      Originally posted by SlinkyMuffins View Post
      Hi. I keep looking at this to purchase but as animation is not something I've delved into yet I've no idea if it would be useful. Maybe you could make a quick video showing setup and the steps you'd take to add and modify animations please? However i do know my game will need to use IK for various things so will this ultimately be no use without root motion?
      Kind regards.
      John
      If you don't know much about in-game animation, it might be a good idea to watch a few existing tutorials (like the ones provided by Epic) before you consider purchasing the system. My system is essentially a more advanced version of the default third person template, so you might want to start there to get comfortable with the in-game animation process.

      I probably wont be able to make a tutorial at the moment, but the system comes with extensive documentation that explains what everything does. This can help you understand the system so you can expand upon it. The system is also built to be very flexible so expanding on it isn't hard it you understand the logic flow .

      What kind of IK are you planning on implementing? IK shouldn't be a problem with or without root motion.

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        #18
        Originally posted by KingTumTum101 View Post
        Hmm that's odd. Did you change any rotators or modify anything in the blueprints? It seems like there is roll and pitch being applied instead of just yaw. Id have to take a closer look somehow to see whats going on, as I've never encountered that problem before, or heard about it from anyone else. Would it be possible for you to send me your project files and so I can look at it? You can send me a link on the support email listed on the store page.

        Other than that it could just be a re-targeting issue, or perhaps an additive animation issue.
        Thanks for the quick reply. I sent you and email with the project to your support address.

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          #19
          Originally posted by KingTumTum101 View Post
          Hmm that's odd. Did you change any rotators or modify anything in the blueprints? It seems like there is roll and pitch being applied instead of just yaw. Id have to take a closer look somehow to see whats going on, as I've never encountered that problem before, or heard about it from anyone else. Would it be possible for you to send me your project files and so I can look at it? You can send me a link on the support email listed on the store page.

          Other than that it could just be a re-targeting issue, or perhaps an additive animation issue.
          Originally posted by josephreynoldsii View Post
          I got a custom mesh to move around using animation retargeting. I run into a problem where the character tilts through the ground when turning, and flips upside down when jumping. I checked the import axis directions, and they match the epic mannequin. Any idea what I'm doing wrong?
          I emailed support like suggested and the problem was fixed rather easily. Here is the text from the email I received in case anyone else has a similar issue:

          Hey!

          It was actually a really quick an easy fix, as I thought it would be. So the problem had to do with the Root Bone of your custom skeleton. It might not be oriented the correct way, but that's ok! If you look in your characters animgraph, you will find a "RotateRootBone" node at the end before the "Final Animation Pose". By default, the Root Offset Yaw float should be fed into the Yaw pin. Apparently, the Yaw of your root bone happens to behave like the Pitch (this might be the case if the character skeleton was created in Y-Up, instead of Z-Up) which is why the Root bone was being rotated weirdly. You can fix this issue easily by feeding the Root Offset Yaw pin into "Pitch" instead of "Yaw". 

          Also, I noticed that the turning in place anims aren't set up yet, but you can fix this by selecting them in the TurnInPlace macro inside the AnimBP event graph under Set Rotation. 

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            #20
            Looks great but by watching the video its lacks some basic animations like crouching and prone? if it had these i would probably buy it as a base.

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              #21
              Hey KingTumTum101.

              Could you make a tutorial on how to add the Movement Animset Pro from Kubold?
              I am not sure if that is even posible, since these animations use motion cap and different stop animations.

              I would be very happy If you would reply.
              Thanks.

              P.s it is an awesome pack and worth buying!

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                #22
                Congratulations on releasing this, I know it's a long time coming but it doesn't disappoint! Not only this is a great pack out of the box, it also has loads of potential to be expanded and improved.

                Couple things I'd love to see being added later:
                - Foot placement IK function.
                - Character slowing down when going up a steep hill, and speeding up when going down a hill.
                - Ability to crouch.
                http://www.helderpinto.com/

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                  #23
                  Originally posted by [HP] View Post
                  Congratulations on releasing this, I know it's a long time coming but it doesn't disappoint! Not only this is a great pack out of the box, it also has loads of potential to be expanded and improved.

                  Couple things I'd love to see being added later:
                  - Foot placement IK function.
                  - Character slowing down when going up a steep hill, and speeding up when going down a hill.
                  - Ability to crouch.
                  Thanks!

                  Yeah there are a lot of things id like to add for future updates . This most requested feature is multiplayer support (also the hardest), so I'm focusing on that first.

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                    #24
                    KingTumTum101 -

                    It's definitely cool stuff. Could you write a few lines about how you'd suggest inserting an attack animation into your AnimController? I'd just like to play a montage. I've tried putting the montage on its own blend group but it never plays.

                    Thanks!

                    Comment


                      #25
                      Here is a tutorial were I clamped the viewport in firstperson

                      https://youtu.be/P4H8Q3ygmH4

                      And here is video that I found that should be very useful for KingTumTum101

                      https://youtu.be/0XGximd6YlU
                      Last edited by Tylrin; 02-20-2017, 01:56 PM.

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                        #26
                        Originally posted by Tylrin View Post

                        And here is video that I found that should be very useful for KingTumTum101

                        https://youtu.be/0XGximd6YlU
                        Heh, funny you posted this video. I literally just implemented this into my character yesterday, very useful!

                        So, inside the documentation there's no installation guide, so I tried to bring "Advanced Locomotion System V1" onto my own project, and the character does not move, weirdly enough jumping is the only action that seems to work. Anyone know what I might be doing wrong here?

                        Opening the Character BP on another project will give you the following warnings, which seems to me might be the problem here:
                        Click image for larger version

Name:	HpWiLCh.jpg
Views:	1
Size:	46.4 KB
ID:	1122958

                        EDIT: I found the fix for this, I should have done a little bit more reseach before posting a question, but for anyone having this problem, you're going to have to go to project settings and redo the Axis Mappings according to the naming conventions in the BP.
                        Last edited by [HP]; 02-11-2017, 10:42 PM.
                        http://www.helderpinto.com/

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                          #27
                          The animation used for this product, do it look and work for both genders? Like, some animation, they motion captured a man, so the walk cycle would look weird for a woman.

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                            #28
                            Originally posted by Vata Raven View Post
                            The animation used for this product, do it look and work for both genders? Like, some animation, they motion captured a man, so the walk cycle would look weird for a woman.
                            I didnt use any mo-cap for my animations, only key-frame. They do have a more masculine feel to them as they were made for Epic's mannequin character, but they shouldn't look too bad for a female character.

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                              #29
                              Originally posted by KingTumTum101 View Post
                              They do have a more masculine feel to them as they were made for Epic's mannequin character, but they shouldn't look too bad for a female character.
                              Does Epic not have a female mannequin?

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                                #30
                                They don't have it but, I did watch once on yt that someone did create one.

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