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    #61
    Originally posted by SlinkyMuffins View Post
    So can this be used to control AI movement?

    Can anyone who has the package comment on potential ease of AI integration?

    Has anyone tried adding/creating new animations to blend in eg holding weapons/stealthy crouches? Is it difficult to grasp?

    Trying to learn animation since seeing this post, very tempted to buy but still on fence until i can understand what it does exactly.

    Regards
    Slinky
    Yes, you can use it with AI. You just need to separate the input handling into a player controller. It's a bit of work but not too much. AI functions like SetFocus and such also seem to work (the head turns to where the focus is).

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      #62
      Originally posted by SlinkyMuffins View Post
      So can this be used to control AI movement?

      Can anyone who has the package comment on potential ease of AI integration?

      Has anyone tried adding/creating new animations to blend in eg holding weapons/stealthy crouches? Is it difficult to grasp?

      Trying to learn animation since seeing this post, very tempted to buy but still on fence until i can understand what it does exactly.

      Regards
      Slinky
      Yes you can add new animations such as crouching if you wish. I am planning to include some upper body layering for weapons in the next update (As well as multiplayer and Foot IK)

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        #63
        Originally posted by KingTumTum101 View Post
        Yes you can add new animations such as crouching if you wish. I am planning to include some upper body layering for weapons in the next update (As well as multiplayer and Foot IK)
        Really excited for this update! This system is awesome! Any sort of rough ETA?

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          #64
          Originally posted by Planar Concepts View Post
          Really excited for this update! This system is awesome! Any sort of rough ETA?
          Not entirely sure yet. I am actually going to rebuild it from the ground up, as there are some things I can clean up and make a little better. I also need to ensure that it is solidly built to work with networking and future additions. This will require additional testing, and figuring out the best way to add upper body layering (and perhaps more animations) will require more testing as well (plus new documentation). My best guess would be about a month, maybe sooner. It all depends on how testing goes, how quickly I can redesign everything, and more importantly how quickly I can learn new things (I'm self taught and learn as I go). This next update will definitely include multiplayer, and some basic Foot IK, most likely some upper body stuff, and possibly some AI examples (maybe even some ragdoll poses). Climbing, Vaulting, and other advanced mobility features are on the list, but will probably come in future updates after this next one.

          Comment


            #65
            Thanks for update, will be purchasing when updated. I'm off the fence!

            Comment


              #66
              it's possible guide how used animation Kubold with your system?

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                #67
                Originally posted by KingTumTum101 View Post
                Not entirely sure yet. I am actually going to rebuild it from the ground up, as there are some things I can clean up and make a little better. I also need to ensure that it is solidly built to work with networking and future additions. This will require additional testing, and figuring out the best way to add upper body layering (and perhaps more animations) will require more testing as well (plus new documentation). My best guess would be about a month, maybe sooner. It all depends on how testing goes, how quickly I can redesign everything, and more importantly how quickly I can learn new things (I'm self taught and learn as I go). This next update will definitely include multiplayer, and some basic Foot IK, most likely some upper body stuff, and possibly some AI examples (maybe even some ragdoll poses). Climbing, Vaulting, and other advanced mobility features are on the list, but will probably come in future updates after this next one.
                I was afraid that redesign might be necessary for replication. If it's not too much trouble, can you document all the changes you make? All too often I end up lost trying to sort out how to adapt someone else's blueprint system for multiplayer only to realize it needed be redesigned despite the author thinking it wouldn't be difficult for the customer to do it themselves. Sometimes it is easy, but not always.

                Thanks for all your hard work.

                Comment


                  #68
                  could there be any way to adapt this to kulbo animations?

                  Comment


                    #69
                    Hey, bought this a while ago and I'm having a lot of trouble retargeting a custom character to the Anim BP. The animations are pretty much OK, but the mesh is misshaped and holes appear all over it. Both meshes have the same exact pose.

                    Do you know why this is happening?

                    (on the right is the original and on the left is the retargeted character)

                    Attached Files
                    Last edited by Lands Unknown; 02-25-2017, 04:16 PM.

                    Comment


                      #70
                      Originally posted by Lands Unknown View Post
                      Hey, bought this a while ago and I'm having a lot of trouble retargeting a custom character to the Anim BP. The animations are pretty much OK, but the mesh is misshaped and holes appear all over it. Both meshes have the same exact pose.

                      Do you know why this is happening?
                      So this is most likely a re-targeting issue. If the re-targeted skeleton does not have the same proportions as the original, sometimes things like this can happen. It seems to be that the Retargeted character is using the same Bone Translation Data of the original animations, causing the character to be misshaped. Thankfully this can be pretty easily changed. In the skeleton asset under the Hierarchy window, click on the Eye icon near the bottom, and under the options section click "Show Re-targeting Options". Once these are displayed you can choose whether you want to use the bone translations of the original animation data, or just use the rotation data and keep the translation data of the Re-targeted skeleton.

                      You can read more about this here - https://docs.unrealengine.com/latest...onRetargeting/
                      I recommend reading the entire thing thoroughly, but the information you most likely need can be found under the Setting Up Retargeting heading.

                      Animation Retargeting can be pretty confusing, so just stick with it and you will figure it out. Remember though, If you are able, It is always better to custom make the animations for your skeletons (or retarget in a software like motion builder), that way you have more control over the final result, especially if the character is holding an item with both of their hands, as different proportions can cause hands to be miss-aligned.

                      Hopefully this answers some of your questions, or at least points you in the right direction.
                      Last edited by c.longmire42; 02-25-2017, 09:57 PM.

                      Comment


                        #71
                        Originally posted by KingTumTum101 View Post
                        So this is most likely a re-targeting issue. If the re-targeted skeleton does not have the same proportions as the original, sometimes things like this can happen. It seems to be that the Retargeted character is using the same Bone Translation Data of the original animations, causing the character to be misshaped. Thankfully this can be pretty easily changed. In the skeleton asset under the Hierarchy window, click on the Eye icon near the bottom, and under the options section click "Show Re-targeting Options". Once these are displayed you can choose whether you want to use the bone translations of the original animation data, or just use the rotation data and keep the translation data of the Re-targeted skeleton.

                        You can read more about this here - https://docs.unrealengine.com/latest...onRetargeting/
                        I recommend reading the entire thing thoroughly, but the information you most likely need can be found under the Setting Up Retargeting heading.

                        Animation Retargeting can be pretty confusing, so just stick with it and you will figure it out. Remember though, If you are able, It is always better to custom make the animations for your skeletons (or retarget in a software like motion builder), that way you have more control over the final result, especially if the character is holding an item with both of their hands, as different proportions can cause hands to be miss-aligned.

                        Hopefully this answers some of your questions, or at least points you in the right direction.

                        Thanks for the reply.
                        Tried changing the retargeting options, a few holes disappeared but nothing else happened. I'll check out the link now, but could you give me some idea of how the retargeting could be done in Motionbuilder?

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                          #72
                          Well . my character started Walking and running Fast - not in speed but animation . its going crazy . Help
                          Last edited by DproBoy; 02-28-2017, 07:23 PM.

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                            #73
                            Fixed it by dividing Speed /2

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                              #74
                              Originally posted by DproBoy View Post
                              Fixed it by dividing Speed /2
                              Check your blend-space settings. If the speed is greater than your highest speed axis value, and you scale animation rate for that axis, then the animation will play faster.

                              Comment


                                #75
                                Has anyone tried using the lean run calculations in a multiplayer game? I got everything replicated but its not as smooth as on the local client ( kind of laggy and unresponsive ), so i was wondering if there would be a better approach? I hope its not a limitation by the network system itself. I thought about writing it as native calculation but i fear it won't solve the issue.

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