Seiyopi Dev
Seiyopi Dev
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【Magical Girl Proto】v2024.07.24
Using State Tree for AI.
Major combat implementation improvements and redesigns, especially involving animations.
Added handling for getting hit.
Implemented Action Dash.
- Switched to using State Tree, removed Behavior Tree
- Action has 3 options:
- On Event NextCombo
- On Event Completed
- On Event Deflected
- Consecutive animation montages:
- `NextCombo` Montage Notify
- Blend In/Out: 0
- On Notify Begin: Notify Name == `NextCombo`
- Removed Action struct and data table, Actions are just animation montages
- Using Gameplay Tags for State Tree
- StateTree.Action.NextCombo
- Used for playing consecutive anim montages and knowing when to go to the next anim montage in the combo
- StateTree.Action.Completed
- Used for the last anim montage to indicate anim montage is done
- StateTree.Action.Deflected
- Used to tell state tree that either: your attack has been deflected, or someone has hit you while you were blocking
- Distinction between `Block` and `Deflect`
- Block or Blocking
- Duration is longer, possibly seconds
- Used by non-players
- Deflect
- Short duration: 0.3 seconds
- Frequently used by player, and only player
- Commonalities
- Both use AN_Blocking
- Blocking consumed after getting hit once
- Three Group/Slots for received damage
- DefaultGroup/DefaultSlot
- For example: root (attacks), no root (blocks)
- HitReactionGroup/HitReaction
- Received damage hit animation, has no root motion
- OnlyRootMotionGroup/OnlyRootMotion
- Received damage pushback hit, has root motion (only on `root` bone) with hardcoded pushback distances of 50cm to 1000cm
- T pose mannequin OnlyRootMotion animations can be reused as long as skeleton has `root` bone
- Get hit scenarios:
- Blocks - Gets hit
= Block hit (DefaultSlot), Enemy/NPC=ST, Player=BPC_Combat_Player
- Attacking - Gets hit
= Continue attacking, no pushback
- Gets hit - Montage without root (Block)
= Continue pushback
- Gets hit - Montage with root (Attack)
= Stop pushback, continue attacking
- Standing - Gets hit
= Normal pushback
- Walking - Gets hit
= Player movement input disabled
- Get hits - Walking
= Player movement input disabled
- Deathblowing
- TODO
- Effects handled in Anim Montage instead of code
- Particle effect
- Sound effect
- Camera shake
- Gamepad shake
- Gameplay mechanic improvements
- Cannot move if currently playing anim montage on `OnlyRootMotion` slot. For example: getting damage hit, or block hit
- Any player movement input will cancel any Actions (such as Attacking or Blocking)
- Attack/Block then player movement input will cancel Action instantly. Player movement input down then attack/block should stop movement until movement is re-pressed
- Added Attack Direction
- TODO pending animation creations
(...)
0:00 Demo
21:09 Packaged game
Script notes:
- Attack enemy when they're blocking pushes them in the correct direction
- Show auto-pitching in general
- Attack then move
- Move, attack, then move
- Show Dash
- Normal
- Cancel before and during
- Collision
- Not locked-on
- On server/client
- Short and far distance
- Dash, dive, zigzag
- Slow motion with rotation
- High and low
- Player move around
- All of AI state tree
- Enemy ground slam
- Player camera auto-pitching and then not auto-pitching
- Packaged game
มุมมอง: 18

วีดีโอ

【Magical Girl Proto】v2024.06.27
มุมมอง 53หลายเดือนก่อน
Retargeted Paragon animations to the UE5 Mannequin. Testing out WIP combat system. - Experimented with refraction material - dev.epicgames.com/documentation/en-us/unreal-engine/using-refraction-in-unreal-engine - Added `LookAt` functionality in animations - Added `LookAt` curve in animations allowing for actor rotating while animation is playing - In the curve: - 0.0 = Do not rotate to target -...
【Magical Girl Proto】v2024.05.31
มุมมอง 24หลายเดือนก่อน
Retargeted animations from various sources into a collection of UE5 mannequin animations. Created a Dummy AI controlled enemy to utilize UE5 mannequin animations. - Created `Dummy` Entity - UE5 Mannequin controlled by AI Controller - Attacks, blocks, dodges, moves (not focused), strafes (focused) - Used the new UE 5.4 animation retargeter to bring over UE4 mannequin animations to the UE5 manneq...
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มุมมอง 262 หลายเดือนก่อน
Visually maps characters, events, stories, and their connections using diagrams. Try it out: hyssopi.github.io/Story-Plan-Organizer/ Source code: github.com/Hyssopi/Story-Plan-Organizer
【Magical Girl Proto】v2024.04.26
มุมมอง 223 หลายเดือนก่อน
Continuation of overhaul clean up. Initial implementation of AI Behavior. Packaged with listen server and joining clients. Added Title. - Clean up - Events are set to `private` if it has private scope - Assets renamed with better naming convention - Removed Dodging from Player Character - Removed Knock completely - Moved limiting camera pitch to `BPC_Camera_Enhanced` - Removed unused files - Cl...
【Magical Girl Proto】v2024.03.29
มุมมอง 173 หลายเดือนก่อน
Continuation of overhaul clean up. Added debug improvements. Improved jump. - Fixed up Occlusion system - Reverted `Anti-Aliasing Method` back to `Temporal Super-Resolution (TSR)` - Experimented with custom dithering solution with triplanar mapping: - th-cam.com/video/jHVvqU7Lrxg/w-d-xo.html - th-cam.com/video/fHDYYswcO0M/w-d-xo.html - However, the occluded pixels are too visible when the camer...
【Magical Girl Proto】v2024.02.29
มุมมอง 274 หลายเดือนก่อน
Continuation of overhaul clean up. Added camera improvements and Occlusion system. - Update `Collision` settings - New Collision Trace Channel: `Damage` - New Collision Presets: - `Entity` - Same as `Pawn` but Blocks `Damage` - `OverlapCameraCharacterMesh` - Same as `CharacterMesh` but Overlaps `Camera` - `PhysicsActorEntity` - Same as `PhysicsActor` but Overlaps `Camera` and Blocks `Damage` - ...
【Magical Girl Proto】v2024.01.30
มุมมอง 405 หลายเดือนก่อน
Continuation of overhaul clean up, from: th-cam.com/video/sLfxeq79s7s/w-d-xo.html. Added initial Entity HUD. - Removed Health. For non-Mana entities, added boolean `useHealth` - Changed `Full` to `High`, 75% or higher. For example: `Is_High_Mana` - Removed `Title` for Entity - Use `Name_Full` and `Name_Default` instead - Added `Reserve` - Damage that reserves Mana - Does not go below 0 but can ...
【Magical Girl Proto】v2023.12.31
มุมมอง 436 หลายเดือนก่อน
- WIP clean up overhaul - Removed: Shield, Percent in stats, Block Break, Unblockable attacks, Difficulty, Dodge (partial) - UI - TargetMarker - Floating Combat Text - If Defender is Local Player, then Orange - ElseIf Attacker is Local Player, then White - Else, Grey - Low Health/Mana is max != 0 AND current LESS_THAN_OR_EQUAL max/5 OR max LESS_THAN 5
【3D CG Tools】Flip and Spin Animations with Auto-Rig Pro 2023.12.29
มุมมอง 666 หลายเดือนก่อน
- Creating a `main_parent` bone that the hands, feet, and root bones are children of to make moving and rotating the entire character easier, at 3:05. - Rotating (Local) for `main_parent` bone while already rotated on an axis is not what we want if we use Quaternion or XYZ Euler, as shown at 3:46. Might be because of gimbal lock? The solution is to prioritize the Y axis by using YXZ Euler, at 5...
【3D CG Tools】Custom Character Fix Ups 2023.09.20
มุมมอง 6610 หลายเดือนก่อน
- Continuing from: th-cam.com/video/R3PlnmuJrk0/w-d-xo.html - Fix up issues learned since: th-cam.com/video/Hs3GvIEOxd0/w-d-xo.html - Improved custom bone workflow - Automatic root motion - General clean up 0:00 Redo setup weapon bone 4:47 General fix ups 5:22 Redo root motion 7:25 Deleting unused animations Script notes: - Redo setup weapon bone - Switch to Default_01 animation - Unparent weap...
【3D CG Tools】Mannequin with Weapon and Root Motion using Auto-Rig Pro, Improved 2023.09.18
มุมมอง 9010 หลายเดือนก่อน
- Improved method of adding custom bones to an ARP rig - Improved method of creating Root Motion animation using Copy Location constraint - Showing the incorrect way of exporting root motion animation - Showing the correct way of exporting root motion animation. Fix: move the timeline seeker to the beginning of the animation at 34:47 before exporting via ARP 00:00 Export Mannequin from UE5 00:2...
【3D CG Tools】Root Motion Animation with Custom Bone using Auto-Rig Pro 2023.09.16
มุมมอง 10710 หลายเดือนก่อน
- Continuing from: th-cam.com/video/wc0i9qtvDe8/w-d-xo.html - Staff hierarchy is incorrect and will be fixed in a separate video - Using UNF's Animation Blueprint for Cleric Girl which is the reason for the staff hovering during the Idle animation - Creating root motion animations are accomplished by moving "c_traj" in ARP rigs, which can be moved manually or automatically with Copy Location co...
【3D CG Tools】Custom Character with Weapon using Auto-Rig Pro 2023.09.08
มุมมอง 52910 หลายเดือนก่อน
- Continuing from: th-cam.com/video/hFelDVa-TuQ/w-d-xo.html - Adding a weapon to the rig, and then creating attacking animations - Staff hierarchy is incorrect and will be fixed in a separate video - Custom bones for ARP needs to be named as "cc_" at 2:44 - To have rotation animations more than 360, the transform needs to be "XYZ Euler" at 32:11 - Anime Girl Cleric character model from UNF Game...
【3D CG Tools】Basic Animation Workflow using Auto-Rig Pro 2023.08.30
มุมมอง 10510 หลายเดือนก่อน
- Basic (incomplete) workflow for importing, rigging, creating animations using Auto-Rig Pro, and importing it into UE - Still need to include: weight painting, support for weapons, better animations - Anime Girl Cleric character model from UNF Games 0:00 Import and clean up character mesh 1:10 Rig 3:30 Organize Blender layout 4:25 Create animation 8:54 Export mesh and animation 9:21 Import in ...
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มุมมอง 21811 หลายเดือนก่อน
【3D CG Tools】Mannequin - Cascadeur / Auto-Rig Pro 2023.08.20
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【3D CG Tools】AccuRIG / Cascadeur 2023.06.20
มุมมอง 159ปีที่แล้ว
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【3D CG Tools】Rigify / Send to Unreal 2023.06.19
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【3D CG Tools】Rigify / Send to Unreal 2023.06.19
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มุมมอง 11ปีที่แล้ว
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มุมมอง 6ปีที่แล้ว
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มุมมอง 13ปีที่แล้ว
【Magical Girl Proto】v2022.10.31

ความคิดเห็น

  • @seiyopidev
    @seiyopidev 2 วันที่ผ่านมา

    (...) - Implemented `Action Dash` - Move from anywhere to any specified location in animation - Collision taken into account - AN_Action_Dash_Start - Sets Behavior (of curve), Duration, and Location (implied), then Start - Duration, Behavior duration, and dive animation length should match - The target point of the spline dash is the target's location minus 1m facing the dasher. If the dasher is looking down on the target (higher mannequin looking down on lower barrel), then the dash would clip into the floor. The solution is to find the ground point at the spline dash target location and add that with the height of the dasher, and that will be the minimum height the spline dash target location can be to not clip into the floor. - Example usages: - Dash: straight line - Float up, delay, then dive: uses AN_RootMotion_Z - Zigzag: uses root motion translation on x-axis - Reference: forums.unrealengine.com/t/launch-character-to-a-target-location/479050/4 - Tried Motion Warping but that only allows you to go in a straight line, does not work with custom root translations (for example: zigzagging) during motion warping - Implementation clarification: - Camera shake and gamepad shake are triggered by owner - Player playing anim montage can trigger shakes for player - Enemy NPC playing anim montage cannot trigger shakes for player, they must use shake target inputs in AN_Deal_Damage - Implementation clarification: - Particles can be done in two ways: 1. Built-in anim montage, for example: AM_Deflect_Hit 2. From the attacker's AN_Deal_Damage, with exact impact location - Added WIP Punishable implementation - Updated Entity Status - AN_Punishable - When enemy/NPC's attack is deflected, use AN_Punishable to temporarily set Punishable flag - Show Punishable icon in TargetMarker widget - WIP deathblow implementation - Added retargeted animations to the UE5 Mannequin animation collection - Boss Animations Pack

  • @seiyopidev
    @seiyopidev 3 หลายเดือนก่อน

    (...) - Replicated dynamic `Add BPC` moved from Event Graph to Construction Script, and removed IsServer check - Error mentioned in recent UE 5.4.0 update in the logs - Previously if using Event Graph, replicated Add BPC has an `Is Server` check: only added the BPC on the server, then the BPC will replicate over to the clients - Now the Add BPC does not need the `Is Server` check and can be added directly in Construction Script: replication of the BPC seems to be properly handled - Although there is an error in the log when using Event Graph previously, ``` LogOutputDevice: Error: Replicated component BP_Barrel_C_0::NODE_AddBPC_Combat-3 was added dynamically outside the construction script. This is not well supported and the component on the client will be initialized using the wrong archetype. ``` It seems to work fine except one instance when testing with the packaged game - Three standalone packaged game instances: one hosting (Player A), one client joined (Player B), one client joined (Player C) - If Replicated Add BPC with IsServer check in Event Graph: Player A can see B and C, Player B can only see A, and Player C can see A and B. Player B can initially see both but Player C disappears when they start to move/jump - Issue is fixed and works perfectly if moved Replicated Add BPC to Construction Script - Strange issue, not sure why, but is fixed with these changes - Unreplicated Add BPC should still stay in Event Graph, especially when utilizing IsLocallyControlled, IsPlayerControlled, or delays (which do not work in Construction Script) - Added Title - Allows player to Host listen server and others to Join - Testable in packaged game

  • @monitorulRaphahell
    @monitorulRaphahell 10 หลายเดือนก่อน

    can you help me to rig my weapon plz ?

  • @josvaldogordo8987
    @josvaldogordo8987 ปีที่แล้ว

    Very cool and interesting, nice job! Thanks for open-sourcing this project too!

  • @aquafairy44
    @aquafairy44 ปีที่แล้ว

    Hey man, keep it up :)

  • @aquafairy44
    @aquafairy44 2 ปีที่แล้ว

    -________-

  • @aquafairy44
    @aquafairy44 2 ปีที่แล้ว

    Plagg, claws out! Eh heh.

  • @aquafairy44
    @aquafairy44 2 ปีที่แล้ว

    That's cool. I remember some of these groups when I used to play.