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  • replied
    Originally posted by Abeysaurus View Post
    Hey thanks for the feedback! I've already fixed that bug for the update It's just an additional transition from the jump aiming states to "falling"
    Oh, that is great to hear. I'm glad you found it already. Is it an easy transition I could add on my own? Can you describe how to do it in a short paragraph, or would it require a long explanation? If it's a long explanation or too complex, I can wait for the update. I've worked with anim blueprints a little bit, so if it's a semi-easy transition I might be able to add it myself if you describe how to do it -- but if you think it's easier for me to just wait for the update, I will wait for the update. I don't have a deadline, thankfully

    As for the Paragon characters, I've tested your system with characters that match the Epic skeleton perfectly (i.e. bone for bone) and they work great with your system (which is excellent)! However, the Paragon characters working with your system would be a big bonus. I'm still trying to figure out maybe how to remove the extra bones from them, so that they match the default epic mannequin skeleton perfectly. If I can't, then I will have to go the "re-targeting" route, which will be much harder.

    So, with that in mind, is there any chance you could try to make the Paragon: Khaimera character work with your system? I know that may be out of your purview, and is more of an "incompatible animations" thing. I understand if it's not something worth your time or expertise.

    Thanks for such a quick response! And I look forward to your next update.



    Leave a comment:


  • replied
    Originally posted by Velo View Post
    When you get to a "corner" of any ledge, and your character goes into the animation where he looks to jump off (or holds a hand out for another ledge), then hold any of the directional keys (like right or left), and then press "ctrl" while holding down the directional keys, and the character will release from the ledge, but get stuck in the hanging animation.
    Hey thanks for the feedback! I've already fixed that bug for the update It's just an additional transition from the jump aiming states to "falling"

    Originally posted by Velo View Post
    I was trying to use some of the free Paragon characters from the marketplace, and since they won't directly correlate with the UE4 skeleton bones, I had to "re-target" the animation blueprint asset. When I do this, and I jump on a ledge, and the press the "ctrl" key to release, the characters hands stay in the IK reference position they were in when I pressed the "ctrl" button to drop off the ledge. So they get stuck too!
    I haven't tried the new Paragon characters just yet. With the IK system, it's still a WIP and will be handled a lot differently. Just to check your set up after re-targeting.
    • check if the targeted animation clips have the AnimNotifies.
    • does the new character have the relevant sockets set up on the skeleton? (LeftHandSocket,etc)
    Let me know if that helps, if not, shoot me a support email.
    Again, thanks for the support!

    Leave a comment:


  • replied
    Hi, I think I found two problems with the system. It looks great so far, and I'm really liking your system, but here are the two problems I found: When you get to a "corner" of any ledge, and your character goes into the animation where he looks to jump off (or holds a hand out for another ledge), then hold any of the directional keys (like right or left), and then press "ctrl" while holding down the directional keys, and the character will release from the ledge, but get stuck in the hanging animation.

    I've attached a picture of it somewhere maybe down below or just below.

    Secondly, I was trying to use some of the free Paragon characters from the marketplace, and since they won't directly correlate with the UE4 skeleton bones, I had to "re-target" the animation blueprint asset. When I do this, and I jump on a ledge, and the press the "ctrl" key to release, the characters hands stay in the IK reference position they were in when I pressed the "ctrl" button to drop off the ledge. So they get stuck too!

    So, to sum up, it seems as though there are some problems with the animation transitions or release conditions when using the asset. Just wanted to make you aware of these, and hopefully maybe you can fix and update it?

    For the most part, it works pretty good, and I really like it Thank you.

    Leave a comment:


  • replied
    It's been a crazy week... Been busy looking for apartments to move to in Valencia, so only managed to update the system a bit. Also added a new running animation in there.

    Leave a comment:


  • replied
    Originally posted by SlinkyMuffins View Post
    Okay thank you for reply. I've not played zelda.
    maybe I could use your system just for the cliffs then. How is it set up? Does it detect ledges on meshes automatically or are they defined on the meshes in another way?
    you have control on what you want to grab. All you’ll have to do is enable the necessary custom trace channels (in documentation) on any mesh and it will grab. I set it off by default so you have more control over where you can and cannot grab when doing level design

    btw, I do have vine climbing/scrambling in the works right now. So you could use that when it’s ready although I didn’t plan for it to work on steep slopes... I might add that support a little later with an update

    Leave a comment:


  • replied
    Okay thank you for reply. I've not played zelda.
    maybe I could use your system just for the cliffs then. How is it set up? Does it detect ledges on meshes automatically or are they defined on the meshes in another way?

    Leave a comment:


  • replied
    Here's a little update on what's coming soon

    Leave a comment:


  • replied
    Originally posted by SlinkyMuffins View Post
    Hi. My game will require my character to be able to scramble and climb up rocks and cliffs, will your system allow this? When climbing up larger cliffs it would be acceptable for the characters hands and feet to find ik derived positions on the rock face and perform a generic climb in the direction of movement (up down left right and diagonal). Is this achievable with your system?
    Ah are you referring to the climbing like in Zelda? Unfortunately no, my system will only work on upright walls and cliffs where you can hang off. It won't work on a steep slopes.

    Leave a comment:


  • replied
    Hi. My game will require my character to be able to scramble and climb up rocks and cliffs, will your system allow this? When climbing up larger cliffs it would be acceptable for the characters hands and feet to find ik derived positions on the rock face and perform a generic climb in the direction of movement (up down left right and diagonal). Is this achievable with your system?
    Regards
    John

    Leave a comment:


  • started a topic [RELEASED] Dynamic Ledge Climb System

    Dynamic Ledge Climb System

    Hey Everyone! The Dynamic Ledge Climb System is now available on the Marketplace!

    Click image for larger version  Name:	FeatureImage.jpg Views:	1 Size:	70.3 KB ID:	1454848

    v1.0.1 Updated (Coming Soon)





    The Dynamic Ledge Climb System includes a solid Climbing locomotion system ideal for your next platformer game. It includes the ability to grab and hang on to ledges, move along the ledge while hanging (yes, even on curved surfaces and around hard corners!) and to Jump off the ledge in any direction.

    Turning around corners is completely dynamic and will work smoothly on any angled turn. The included animation clips do not use root motion.

    Features:
    • Ledge Grabbing, Climbing
    • Reach out in mid-air
    • Camera Relative control input while moving on Ledge
    • Completely dynamic and customizable Ledge jump system (Left/Right/Up/Back)
    • Drop down and grab Ledge
    Coming Soon in v1.0.1:
    • Wall Running
    • Wall Sliding
    • Custom Character Locomotion
    • Free hang off ledges
    • 48 new custom animations
    Coming Soon:
    • Wall Jumping
    • Advanced IK System
    • Climb Ladders and Vines
    • Vaulting over/up objects
    • Moving Platform support
    • Network Replication
    Number of Blueprints: 1 Character Blueprint, 1 Animation Blueprint, 1 Blueprint Interface, 1 Blueprint Actor

    Number of Animations: 22 Additional custom animations

    Input: Gamepad, Keyboard, Mouse

    Network Replicated: No (Coming Soon)

    Supported Development Platforms: Tested Windows, should work on any platform

    Supported Target Build Platforms: Tested on Windows
    Last edited by Abeysaurus; 04-20-2018, 02:53 AM. Reason: Ver 1.0.1 Update video
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