Originally posted by KingTumTum101
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Advanced Locomotion System V3
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Originally posted by GeeksGoneBad View PostOK I've moved the camera blueprint stuff over as well and now I can press 1,2,3 and the camera adjusts as you'd expect, but still no turning in place - weird because I think everything else is working - even ragdoll and get up
I missed one thing somewhere for sure but it's so complex I'm having trouble finding what I missed
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Would it involve alot of work to change the skeleton to a different model im using. I cant retarget my model as it uses different bones and bone structure. Thanks
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I have successfully retargeted everything to my mesh except for ik which is due to my skeletal mesh not having ik bones so that's fine. If anyone cares to know, im using the human internal organ model from the marketplace.
Problem is the only thing i could not get working is the montage play get up front and back after ragdoll. I made sure everything was set like animation variables in als component and checking the reference to the ones in the anim bp for the checks if montage playing, its the only part i dont have working.
it works like this, it honestly doesn't look bad at all, but those two montages are the only thing missing.
http://imgur.com/a/Nwv8Z
anyone have any ideas?
I fixed this by duplicating the skeletal mesh i wanted. Then right clicking on it in the content browser, and by assigning als's skeleton to the new mesh. since the bones matched 1 to 1, it works flawlessly now except for foot ik, but that's expected because there is no weights on the new mesh's ik bones from the assignment.Last edited by SaxonRah; 07-24-2017, 09:48 PM.
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Just purchased system - looks really great :-)
I am trying to integrate with an existing project.
I migrated the assets over, and successfully retargeted to my skeleton - had to add physics body to root bone and configure. Now it works great with new character.
But I was hoping to get it working with some of the combat animations I have (it is a dungeon hack and slash)
I have some sets of animations from Marketplace - 2 handed, sword and shield, bow - several different combat stances.
How hard is it to integrate these?
I tried just doing upper body blend, but the resulting stance looks incorrect.
Do I just need to recreate the locomotion blendspaces using the new animations?
Or will I need to mess with the stopping and turning stuff (which is more work)
Thanks for any feedback - and great work on the system :-)
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Originally posted by SaxonRah View PostI fixed this by duplicating the skeletal mesh i wanted. Then right clicking on it in the content browser, and by assigning als's skeleton to the new mesh. since the bones matched 1 to 1, it works flawlessly now except for foot ik, but that's expected because there is no weights on the new mesh's ik bones from the assignment.
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Originally posted by unit23 View PostDid you created the two virtual bones of the default ALS mesh, and assigned the post process anim bp inside your new character mesh, and then named the IK bones inside the post process anim bp IK nodes the same?
I might be missing something because when I did that, the ik works kinda but oddly, like it doesn't separate the legs. i assumed it was from my skeleton having no ik bones.
http://imgur.com/a/5rz8x
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Originally posted by unit23 View PostDid you fixed this, same problem here, happens with default ALS anim instance or mine.
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Originally posted by StrobeGaming View PostWould it involve alot of work to change the skeleton to a different model im using. I cant retarget my model as it uses different bones and bone structure. Thanks
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Originally posted by SaxonRah View PostI have successfully retargeted everything to my mesh except for ik which is due to my skeletal mesh not having ik bones so that's fine. If anyone cares to know, im using the human internal organ model from the marketplace.
Problem is the only thing i could not get working is the montage play get up front and back after ragdoll. I made sure everything was set like animation variables in als component and checking the reference to the ones in the anim bp for the checks if montage playing, its the only part i dont have working.
it works like this, it honestly doesn't look bad at all, but those two montages are the only thing missing.
http://imgur.com/a/Nwv8Z
anyone have any ideas?
I fixed this by duplicating the skeletal mesh i wanted. Then right clicking on it in the content browser, and by assigning als's skeleton to the new mesh. since the bones matched 1 to 1, it works flawlessly now except for foot ik, but that's expected because there is no weights on the new mesh's ik bones from the assignment.
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Originally posted by OptimisticMonkey View PostJust purchased system - looks really great :-)
I am trying to integrate with an existing project.
I migrated the assets over, and successfully retargeted to my skeleton - had to add physics body to root bone and configure. Now it works great with new character.
But I was hoping to get it working with some of the combat animations I have (it is a dungeon hack and slash)
I have some sets of animations from Marketplace - 2 handed, sword and shield, bow - several different combat stances.
How hard is it to integrate these?
I tried just doing upper body blend, but the resulting stance looks incorrect.
Do I just need to recreate the locomotion blendspaces using the new animations?
Or will I need to mess with the stopping and turning stuff (which is more work)
Thanks for any feedback - and great work on the system :-)
If you send me an email I can try to help you out and give you suggestions along the way, as its tricky to estimate what exactly to do because, again, each game will need a unique animgraph setup.
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