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  • started a topic [RELEASED] Birds

    Birds

    I'm proud to announce the release of Birds for Unreal Engine 4.

    Birds:
    These Birds will walk and hop to random Ground Targets taking breaks to feed. They will run away from the player, and if you get too close they will fly away. Once in the air they will fly to random Sky Targets (for an adjustable amount of time) after which they will return to the ground. Birds also now comes with Perching behavior. Easy setup, just drag some Sky Targets, Perch Targets and Ground Targets into your level, and the birds will take care of the rest. You can also play as a bird with all walking and flying functionality.

    Birds v2.0 Includes:
    • (2) rigged and animated Bird skeletal meshes (Crow, and Seagull)
    • (38) Animations
    • (6) Animation Blueprints
    • (12) Character Blueprints with 3 Parent Classes
    • (2) Game modes (Play as the Default character, and Play as a Bird)
    • (7) sample Maps to show the different bird behaviors
    • High resolution textures (4K) and materials
    • Physics Assets
    • LOD’s




    Blueprint Features:

    Ground To Air Bird- This NPC Bird Blueprint Starts on the ground- walking to random Ground Targets, If the player gets too close- run then fly away, once in the air- fly to random Sky Targets, after an editable amount of time- return to the ground.

    Air To Ground Bird- This NPC Bird Blueprint starts in the air- flying to random Sky Targets, after an editable amount of time- fly down to the ground and walk to random Ground Targets, after an editable amount of time- return to the sky. This bird will also run and fly away from the player.

    Stay On Ground Bird- This NPC Bird Blueprint will stay on the ground walking to random Ground Targets stopping to feed, If the player gets too close- run away, If the player gets even closer- jump and flap away. (Good for chickens and other flightless birds)

    Stay In Air Bird- This NPC Bird Blueprint will Fly to random Sky Targets forever.

    Perching Flying Bird- This bird starts out perched until the player gets within the "flyaway Distance", it then takes to the air flying to random Sky Targets, after an editable amount of time- fly down to a random Perch Target, then return to the sky after an editable amount of time.

    Play As Bird- This Blueprint allows you to play as a Bird (3rd Person) with all walking and flying functionality

    Click image for larger version

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    Birds is now available in the Marketplace

    Here is a link to the old video for Birds v1.0. Just to keep the history of the asset all together in the same thread.
    https://www.youtube.com/watch?v=8DdL...ature=youtu.be
    Last edited by Living Systems; 05-24-2017, 02:41 PM.

  • replied
    That's exactly it! My bird was checked for `Begin Level Flying?` and placed on the ground. When I switch to `Begin Level Perched ?` it works perfectly. Or leave it checked and bring him up a little, either way it works. Thank you!

    Leave a comment:


  • replied
    In that example you are working with everything way too close together. Try making the ground at least 30 times that size and build navigation.
    To explain, one example is when the Bird is flying, they fly to a random Sky Target and when they get within 2000 Unreal units of the Sky Target, they switch to a new Sky Target. In your setup the bird is always within 2000 units of all the Sky Targets. Same issue with the Ground Targets. spread everything out, see if that helps, let me know.
    If a NavMesh is in place- these Birds should work with any landscape or Geo you put them on.
    Also if the bird is set to begin the level flying- put them up in the air. in your example the bird start flying but then instantly collides with the ground and switches back to walking.
    Last edited by Living Systems; 05-15-2019, 02:38 PM.

    Leave a comment:


  • replied
    So I added another set of each targets, dropped in a nav mesh bounds, and built navigation. Unfortunately it doesn't seem like that changes anything. I've attached a video here showing my situation. Hopefully something stands out as I'm sure I'm doing something wrong here. I just don't know what.

    https://youtu.be/yBvF0COuveU

    Leave a comment:


  • replied
    I'm guessing the fix for your issue is that you need to build navigation with a nav-mesh volume in place. however you should also have more than one of each target.

    Leave a comment:


  • replied
    I'm having trouble getting v3.0 working. Could you walk me through this?
    In trying to put together a super basic setup in a new level I can't get the birds to fly away when approached by the player.
    Here's what I did:
    1) Create a new level
    2) Drop 1 crow, 1 ground target, 1 perch target, and 1 sky target into the level
    3) Drop a ShootingThirdPersonCharacter into the level and set auto possessed by player 0 (verified has `BirdEnemy` tag)
    4) Run and approach the crow
    Expected: Crow to fly away
    Actual: Crow doesn't react

    What I discovered during a couple hours of trial and error while trying to whittle away the example level to the point where the birds change from reacting to not reacting was that the landscape seems to play a role for some reason. And the original landscape for that matter. When I remove the original landscape and create a new landscape and set the the player and bird on the new landscape, the bird no longer reacts to the player. So I don't know how to process this. Any suggestions?

    If it helps at all, if I tinker with the Bird_AI_Controller and change in the `Begin Level Flying` block the SetMovement node's NewMovementMode to `Walking` instead of `Flying`, the crow starts reacting to the player, with a funny looking animation of-course.

    Any help with this would be greatly appreciated. I'm running UE 4.22.1 BTW.

    Leave a comment:


  • replied


    New in Birds v3.0:
    A new Bird Has been added- Pigeon.
    In v3.0 the Birds no longer use Tick, this comes with a significant performance boost.

    We are now in a full AI Controller and Behavior Tree environment. The Birds will keep track of all Enemy Actors in their Perception range. If an Enemy gets too close the Birds will run then fly away. In the air they will fly to random Sky Targets. After flying for a while they will either return to the ground or perch on a Perching Target. Both Perching and Flying can be enabled or disabled on a per Bird Basis depending on your desired behavior.
    Last edited by Living Systems; 05-13-2019, 07:14 PM.

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  • replied
    Originally posted by CopperStoneSea View Post
    I see there's been an update - can you describe the changes please?
    There is now a pigeon character. Not sure if there are other changes.

    Leave a comment:


  • replied
    I see there's been an update - can you describe the changes please?

    Leave a comment:


  • replied
    Birds is not yet setup for multiplayer. it is on the list for future updates.

    And to add Birds to your project just copy the Birds folder (\Documents\Unreal Projects\Birds\Content) to your games content folder.

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  • replied
    This appears to be a "Create Project" as opposed to the normal "Add to Project" asset. What's the best way to get all assets imported and working into an existing project?

    Leave a comment:


  • replied
    Ive try many way to replicate it... i cant do it i dont understand what to replicate, theres so much task and everything.. ive try many way but im lost. Those bird are laggy when running on dedicated server.. i only want them to be smooth flying...
    Last edited by demonz85; 03-09-2019, 01:45 AM.

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  • replied
    Thank you, that would be much appreciated. How long do you think that will take please?

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  • replied
    Thanks for your input in helping make Birds a better product. I shall add improving the crow animations to the list for future updates.

    Leave a comment:


  • replied
    Hi,

    I've bought this, but I expected higher quality considering the price.

    - There is no take-off animation - from close up, the birds look very fake. Real birds crouch, 'leap' into the air, and flap fast while transitioning to flight. At the moment they just switch instantly from standing to full-speed flight.

    - There is no landing animation - watching crows, I see a common pattern of normal descending flight, when they are close to the ground there are two (sometimes three) wing beats to slow speed, then a short 'drop' into a slight crouched landing position, then they are standing as normal.

    - The wing shape on the crows is wrong for when they are flying - crow wings (unlike seagulls) typically remain quite flat, but currently in your plugin the crows' wing tips bend significantly downwards when they are flying, making their flight look very wrong.

    Some of this is covered in the YouTube video because the birds are only shown transitioning from running into flight, not standing into flight. At the moment, the plugin content will only be useful for very distant birds, and not at all useful for anything closer to the player. This is quite an expensive item, and you have been working on it for several years, so I had really expected more.

    Do you have plans to improve these aspects, or should I ask for a refund?

    Leave a comment:

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