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Hikari D. Azyure
Singapore
เข้าร่วมเมื่อ 25 มี.ค. 2014
HAIKYO 廃墟 - The Blue Monkey Myth [UE 5.5 / GASP 5.5.2]
Coating the UEFN Character (Blue) with full-body hair reminded us of the blue monkeys in the 2001 film Evolution and the ancient Greek frescoes where monkeys are depicted as blue. Inspired by this connection, we titled the video accordingly. To complete the theme, the character was adorned with a Chinese Opera Mask representing the Monkey King.
This video brings together features you might not see elsewhere, especially not in GASP-related videos (as of the current publishing date).
00:00 Full-Body Hair and Monkey King Chinese Opera Mask on CBP_SandboxCharacter
Made for Performance Testing.
00:10 Options Menu ᴾʳᵒᵗᵒᵗʸᵖᵉ / Avante AO
Utilising the experimental GameplayCamera and a custom BlackOut post-process effect for opening and closing transitions, the design remains in its early stages. Avante AO, a modified version of the GASP AO function, enables the character to align with the camera's direction during OrientRotation. In this instance, the character looks downward as the camera was positioned downward before the Options Menu opened.
00:35 Realistic Directional Speedlines
Visual sprint indicator tied to the character's rotation, featuring subtly visible, wavy speed lines to convey air resistance and aerodynamic drag.
00:45 Gojek Shelter ᶠᶦʳˢᵗ ᶦᵗᵉʳᵃᵗᶦᵒⁿ
3D replica we created of the Customer Lounge/Pick Up Point in Batam, Indonesia maps.app.goo.gl/LVvp3BfG6uDy4ZWN7
This stucture, including Liquid 3 (th-cam.com/video/fdBRxVGPeXk/w-d-xo.html) functioned as both save game and spawn point in the game.
00:50 Puzzle Demo
Our game's puzzle integrates freerunning and world interaction. The objective is to exit through a gate that temporarily opens when the power box is short-circuited. To complete this sequence before the gate closes, players must tic-tac off the power box and stand, perform a ledge grab onto the shelter, leap into the enclosed facility with a breakfall roll, and finish with a sprint through the gate.
01:40 Wall Climb
This unintended traversal action emerged after fine-tuning the GASP Ledge Grab. It enables the character to scale greater heights when performed following a Wall Jump, though the effectiveness also depends on the character's height.
*DISCLAIMER*
This channel is dedicated solely to showcasing the progress of our game development project. We will not provide tutorials or entertain requests for them. However, we can offer some guidance on specific 'how-to' questions, but no further assistance beyond that.
This video brings together features you might not see elsewhere, especially not in GASP-related videos (as of the current publishing date).
00:00 Full-Body Hair and Monkey King Chinese Opera Mask on CBP_SandboxCharacter
Made for Performance Testing.
00:10 Options Menu ᴾʳᵒᵗᵒᵗʸᵖᵉ / Avante AO
Utilising the experimental GameplayCamera and a custom BlackOut post-process effect for opening and closing transitions, the design remains in its early stages. Avante AO, a modified version of the GASP AO function, enables the character to align with the camera's direction during OrientRotation. In this instance, the character looks downward as the camera was positioned downward before the Options Menu opened.
00:35 Realistic Directional Speedlines
Visual sprint indicator tied to the character's rotation, featuring subtly visible, wavy speed lines to convey air resistance and aerodynamic drag.
00:45 Gojek Shelter ᶠᶦʳˢᵗ ᶦᵗᵉʳᵃᵗᶦᵒⁿ
3D replica we created of the Customer Lounge/Pick Up Point in Batam, Indonesia maps.app.goo.gl/LVvp3BfG6uDy4ZWN7
This stucture, including Liquid 3 (th-cam.com/video/fdBRxVGPeXk/w-d-xo.html) functioned as both save game and spawn point in the game.
00:50 Puzzle Demo
Our game's puzzle integrates freerunning and world interaction. The objective is to exit through a gate that temporarily opens when the power box is short-circuited. To complete this sequence before the gate closes, players must tic-tac off the power box and stand, perform a ledge grab onto the shelter, leap into the enclosed facility with a breakfall roll, and finish with a sprint through the gate.
01:40 Wall Climb
This unintended traversal action emerged after fine-tuning the GASP Ledge Grab. It enables the character to scale greater heights when performed following a Wall Jump, though the effectiveness also depends on the character's height.
*DISCLAIMER*
This channel is dedicated solely to showcasing the progress of our game development project. We will not provide tutorials or entertain requests for them. However, we can offer some guidance on specific 'how-to' questions, but no further assistance beyond that.
มุมมอง: 109
วีดีโอ
HAIKYO 廃墟 - Crouch Actions ᴾʳᵒᵗᵒᵗʸᵖᵉ [UE 5.5 / GASP 5.5]
มุมมอง 32514 วันที่ผ่านมา
Crouch Actions (CA) is a mechanic introduced in our 2022 demo that uses the Crouch input to perform various evade and dodge maneuvers based on specific conditions. This video demonstrates how the Roll, Dodge, Breakfall Roll, Breakfall Dodge, Slide, Slide Tackle, and Cartwheel animations are all executed using the C input key alone. Additionally, CA allows players to pass under overhead obstacle...
HAIKYO 廃墟 - FreeRunning System 2.0 ᴾʳᵒᵗᵒᵗʸᵖᵉ [UE 5.5 / GASP 5.5]
มุมมอง 62121 วันที่ผ่านมา
At first glance, the traversal action shown in this video might seem like just the same GASP traversal actions you see across TH-cam. However, in reality, it's a new variant that hasn’t been introduced by anyone as a whole. Our goal is to make the GASP traversal action match the *FreeRunning System (FRS)* we demonstrated in our 2021 Demo. To do this, we merged *_Climb Everywhere by Umut Faruk D...
HAIKYO 廃墟 - Stairs Issue Fixed w/o Ramp Geometry [UE 5.5 / GASP 5.5]
มุมมอง 361หลายเดือนก่อน
A month ago, we published a video titled _"No Stutter On Stairs",_ showcasing a prototype that fixes an issue when navigating on stairs. The video description clarified that the fix *does not use Virtual Bones, ramp collision, ControlRig for Leg IK, or an alternate onStairs animation* . With the release of GASP 5.5, we immediately tested with stairs and found that it had the same issue we encou...
HAIKYO 廃墟 - Events on Stairs [UE 5.5 / GASP 5.5]
มุมมอง 759หลายเดือนก่อน
The *stuttering motion* on stairs has been a persistent issue for us since the start of our project on UE 4.26 in 2021. Over time, we have explored various potential solutions, but none have been ideal. In October 2024, we published the No Stutter on Stairs video, describing our prototype, which excludes the use of Virtual Bones, avoids ramp collision, does not utilize ControlRig for LegIK, and...
HAIKYO 廃墟 - Leader of the Axe Gang [UE 5.4 / GASP 5.4]
มุมมอง 71หลายเดือนก่อน
This video presents our project interpretation of Wang Yaqiao, the founder of the Axe Gang in Shanghai in 1921. The metahuman character features the likeness of our friend Akai Chew, a renowned artist and the Architecture Advisor for Urban Explorers of Singapore. Akai will also provide the character's voice. The character's clothing design draws inspiration from the Axe Gang leader in Kung Fu H...
HAIKYO 廃墟 - Funk Jungle [UE 5.3 / ALS 4.0]
มุมมอง 206หลายเดือนก่อน
This video was originally recorded on April 14, 2023. It showcases grass generation through auto-landscape material combined with Procedural Content Peneration (PCG) for the forest, as well as utilizing Ultra Dynamic Light for lightings. Our PPV is still in its prototype stage hence the reason the scene looks a gloomy. Our auto-material features a No-Grass function that automatically removes gr...
HAIKYO 廃墟 - 2023 Demo ᴾᵃʳᵗ ᵀʷᵒ [UE 5.3 / ALS 4.0]
มุมมอง 80หลายเดือนก่อน
This video was originally recorded on July 22, 2023, a few weeks prior to the transition to GASP as the base project. Most of the content presented in this video will be migrated to the new project, incorporating significant improvements. Unfortunately, the drone model used (DJI Mavic Air) will be replaced to avoid any potential legal issues. This video features several elements that reflect pr...
HAIKYO 廃墟 - Retargeted CC4 Characters with Basic AI ᴾʳᵒᵗᵒᵗʸᵖᵉ [UE 5.4 / GASP 5.4]
มุมมอง 462หลายเดือนก่อน
The CC4 characters are equipped with UE4 bone structures and names. All characters utilize a single shared IK rig and one IK Retargeter, which supports any character, regardless of size or height. *BROKEN BONES AFTER IMPORTING CC4 CHARACTERS TO UE5?* _Firstly, avoid a tutorial that suggest fixing the problem by exporting the skeletal mesh from UE5, importing it into Blender then CC4, and then f...
HAIKYO 廃墟 - No Stutter On Stairs ᴾʳᵒᵗᵒᵗʸᵖᵉ [UE 5.4 / GASP 5.4]
มุมมอง 14K2 หลายเดือนก่อน
There be no stuttering movement on stairs no more. There be no weird posture while moving on stairs no more. This solution does not use Virtual Bones, does not use ramp collusion, does not use ControlRig to enable LegIK and does not use alternate onStairs animation.
HAIKYO 廃墟 - Tictac ᴾʳᵒᵗᵒᵗʸᵖᵉ [UE 5.4 / GASP 5.4]
มุมมอง 5K2 หลายเดือนก่อน
One of the moves we initially wanted to implement in the FreeRunning System (see 2022 Demo) was Tictac. However, our goal was to make it more versatile than just a horizontal launch. We wanted it to also perform a vertical wall jump, similar to the mechanics seen in the game _Free Running._ With the introduction of the Traversal System in GASP 5.4, which made our FreeRunning System obsolete, we...
HAIKYO 廃墟 - Prototype Fight Combo Sequence [UE 5.4 / GASP 5.4 ]
มุมมอง 1574 หลายเดือนก่อน
A preview of the protagonist's combat combo sequence, developed without the use of AnimNotifier. This prototype showcases three distinct combo sets, enabling seamless transitions between moves through specific input keys while mashing a button. The combo sequence resets if no input is detected.
HAIKYO 廃墟 - Three Kings and a Princess [UE 5.4 / GASP 5.4 ]
มุมมอง 1364 หลายเดือนก่อน
A preview of the four main characters, from left to right: Kiba, Hime, Hime (alternate costume), and Leo. These three characters are based on my real-life friends, with plans to include more as the project progress. Mimi, a friend from Kuching, Malaysia, also features in one of the ad posters at the start of the video. All characters are metahumans, with their faces and hair style based on the ...
HAIKYO 廃墟 - Longboard System ᴾʳᵒᵗᵒᵗʸᵖᵉ [UE 5.3 / ALS 4.0]
มุมมอง 8394 หลายเดือนก่อน
The Longboard System serves as the primary vehicle for the player character in our game. Inspired by Tony Hawk's Pro Skater, widely regarded as the best skateboarding game of all time, the system features boards modeled after three boards [that I personally owned: *Alpha,* my first skateboard; my first drop-deck longboard, *Blue,* named after a female Velociraptor from Jurassic World due to bot...
Unreal Engine 5.4 - Modification of GASP Traversal Block and it's limitations.
มุมมอง 3.9K5 หลายเดือนก่อน
This video showcases a modification of GASP Traversable Blocks that allows ledge selection (4 singles, 2 mirrors, 4 corners, 4 vertex) as well as the ability to adjust the position of the Start and End spline points. The video also highlights the minimum and maximum length, width, and height that GASP's traversable blocks need to be for the character to either vault, mantle or climb. However, t...
HAIKYO 廃墟 - Mud actor on 2021 Prototype [ UE 4.26 ]
มุมมอง 985 หลายเดือนก่อน
HAIKYO 廃墟 - Mud actor on 2021 Prototype [ UE 4.26 ]
HAIKYO 廃墟 - Wall Bump during Slide (2021-Built) [ UE 4.26 ]
มุมมอง 315 หลายเดือนก่อน
HAIKYO 廃墟 - Wall Bump during Slide (2021-Built) [ UE 4.26 ]
HAIKYO 廃墟 - WallHug with Hand IK ᴾʳᵒᵗᵒᵗʸᵖᵉ (2021-Built) [ UE 4.26 ]
มุมมอง 355 หลายเดือนก่อน
HAIKYO 廃墟 - WallHug with Hand IK ᴾʳᵒᵗᵒᵗʸᵖᵉ (2021-Built) [ UE 4.26 ]
HAIKYO 廃墟 - Look at the Camera ᴾʳᵒᵗᵒᵗʸᵖᵉ (2021-Built) [UE 4.26]
มุมมอง 365 หลายเดือนก่อน
HAIKYO 廃墟 - Look at the Camera ᴾʳᵒᵗᵒᵗʸᵖᵉ (2021-Built) [UE 4.26]
HAIKYO 廃墟 - Traversal System ᴾʳᵒᵗᵒᵗʸᵖᵉ (2021-Built) [ UE 4.26 ]
มุมมอง 975 หลายเดือนก่อน
HAIKYO 廃墟 - Traversal System ᴾʳᵒᵗᵒᵗʸᵖᵉ (2021-Built) [ UE 4.26 ]
HAIKYO 廃墟 - Shelter Ads (First Iteration) [UE 5.4 / GASP 5.4 ]
มุมมอง 315 หลายเดือนก่อน
HAIKYO 廃墟 - Shelter Ads (First Iteration) [UE 5.4 / GASP 5.4 ]
HAIKYO 廃墟 - ALSv4 Mantle System in GASP (Trial Test) [UE 5.4 / GASP 5.4 ]
มุมมอง 6696 หลายเดือนก่อน
HAIKYO 廃墟 - ALSv4 Mantle System in GASP (Trial Test) [UE 5.4 / GASP 5.4 ]
HAIKYO 廃墟 - 2023 Demo ᴾᵃʳᵗ ᴼⁿᵉ [UE 5.2 / ALS 4.0]
มุมมอง 298ปีที่แล้ว
HAIKYO 廃墟 - 2023 Demo ᴾᵃʳᵗ ᴼⁿᵉ [UE 5.2 / ALS 4.0]
HAIKYO 廃墟 - Liquid 3 ˢᵉᶜᵒⁿᵈ ᴵᵗᵉʳᵃᵗᶦᵒⁿ [UE 5.2 / ALS 4.0]
มุมมอง 122ปีที่แล้ว
HAIKYO 廃墟 - Liquid 3 ˢᵉᶜᵒⁿᵈ ᴵᵗᵉʳᵃᵗᶦᵒⁿ [UE 5.2 / ALS 4.0]
Haikyo 廃墟 - Forecast System ᴾʳᵒᵗᵒᵗʸᵖᵉ [UE 5.0 / ALS 4.0]
มุมมอง 229ปีที่แล้ว
Haikyo 廃墟 - Forecast System ᴾʳᵒᵗᵒᵗʸᵖᵉ [UE 5.0 / ALS 4.0]
Haikyo 廃墟 - Historical Plaque ᴾʳᵒᵗᵒᵗʸᵖᵉ [UE 5.0 / ALS 4.0]
มุมมอง 76ปีที่แล้ว
Haikyo 廃墟 - Historical Plaque ᴾʳᵒᵗᵒᵗʸᵖᵉ [UE 5.0 / ALS 4.0]
HAIKYO 廃墟 - 2022 Demo [UE 5.0 / ALS 4.0]
มุมมอง 4172 ปีที่แล้ว
HAIKYO 廃墟 - 2022 Demo [UE 5.0 / ALS 4.0]
Bro please make a tutorial on how to make wall jump and wall running please 😢
Fantastic! I really love the camera behavior, adds a lot! Are you using the state machine setup? If so, how are you liking it?
Thanks for noticing the cinematic-style camera behavior! SM seems to reflect a more natural movement, in a sense it doesn't feel too fast nor too slow but just right. SM also has IdleBreaks (an added value which prevents me from making too many changes to the ABP), and most importantly, after mulitple tests, I didn't actually see any 'snap' in SM animations. These three factors is why I love the SM setup.
@@azythegreat I'm glad its working for you! I spent a lot of time "art directing" the setup to get the behavior I wanted.
@@LongmireLocomotion It is well spent, as the time and effort allow users the freedom to choose a setup that works best for their project. Kudos! 👍
@@LongmireLocomotion Hey, just checking. On 27 Nov, I noticed GASP 5.5 has an update on Epic Launcher. My buddy Sylver NES also saw this, but unclear of the change. What was it? 🤔
@@azythegreat some small bug fixes, added some missing anims to a database, added some comments in the state machine, nothing major.
wow!
ooo. something similar to overgrowth would be very cool. For humans. If you could make it an actual product perhaps? Be so cool
In our game project, player character's abilities are to align with what we can realistically perform in real life, therefore, it will never be like OverGrowth as doing so would just derail the idea and concept of our project from it's original goal.
predator
How tf. ✨✨✨✨✨
looks great!
Very cool
How can i get tattoos for Metahuman
By leaning to use the search on TH-cam or Google then type: _tattoos on Metahuman_
is it possible to have a tutorial about TicTac system in GASP 5.5?
古惑仔之龍爭虎鬥!
😂 最好的
can you make a quick video on how to retarget custom methuman to gasp ? would be amazing
There's a folder called RetargetCharacters with Metahuman sample to be used in GASP. Please look at every folder and understand what they for first.
@@azythegreat i did but when i do replace the face for exemple, unreal engine crash.
@@xodex78 Ah ok. Should tell me that from the beginning bro. That's UE 5.5 engine issue/bugs. It happens on mine too, especially when copy-paste eyebrows and hair from source BP to target. This doesn't happen in 5.4, at least not to me. Do this way for now. It's longwiding but works for me. It may works for you too. Just remember that each time you make one changes, abuse the Save All. th-cam.com/video/g8JrLrnnWpg/w-d-xo.html
@@azythegreat yeah that's exactly it, clothes is fine but face / hair is dead, thanks for the video link, appreciated
Would you mind sharing how you fixed it?
how do you get the 5.5 version ?
There is no update on the version I have and it says it's for 5.4, I'm thinking I have to delete it and redownload it. Since there is not a update in the library yet. idk
@@jarnine-d9n GASP 5.5 requires UE 5.5.
This is awesome. Is this going to be a asset/movement system for sale or?
Thanks. Tictac is part of our character movement system in our project.
❤
Tutorial maybe?
cyrax!
Hey, cool stuff! Any pointers on how you made the traversable ledge that triggered the long jump at the end? I know by default the traversable raycast only checks what's in front of the character, not at his feet. Really curious on how it works, I'm looking to implement something similar just with drop-down animations instead, and I'm still at a loss for the best way to implement it.
The in-air animation here @2:07? Put a 1M high SM_Cube on a surface, make SM_Cube wide/spacious enough for PlayerOne to run around. Just run and jump off the ledge. It's automatic.
Looks awesome! Are you making a game or just messing around in UE?
Hi. We're developing an open-world action-adventure urbex game based on the real-life experiences, adventures and discoveries by Urban Explorers of Singapore since 1995. The game concept and mechanics is a blend of games such as "The Warriors", "Marc Eckō's Getting Up: Contents Under Pressure", "Free Running", "Tony Hawk's American Wasteland" and many others.
Keep up the Great Work
I really wanted to know about project .. can we look forward to meeting?
Genius!
Amazing tutorial please!!!
Bro what? This is a complete game movement system full with animations and dynamic interfaces such a tutorial could be 30 hours or something at least
Cyrax was upgraded to the LK-420 model
My version of Cyrax: Model UE-5.4
this looks insane nice one
Would Love to see how you Implemented the TicTac Anim I have one that I've been trying to figure out how to use
The logic to "Implemented the TicTac Anim" is almost-similar to the stairs logic that I gave you.
@@azythegreat oh really👀
please give the source project bro
It's an open source sample project by epic.
@@zergday9427 The open source does not include tictac.
so good
And why did you set up ultra settings if you are lagging? I would put the average ones, otherwise UE5 on ultra only works on 4090.
Hi. Thanks for the advise, but what settings you want to use in yours is up to you. It's your preference does not mean everyone has to follow. Moreover, I'm not using a low-end PC and the only time I encountered lag during development is when there's multiple Metahumans in the screen, which is not in this video. Also, there's no "ultra" setting in UE5, only Low Medium High Epic and Cinematic. Lastly, if you sees lagging in the video, maybe you should lower the video quality? Because as said, I did not have any lag issue on my side, and I don't see it in the video either. Cheers.
@@azythegreat Okay
could you make a written tutorial on creating a hoverboard system
Hi, sorry, can't - Too occupied with current game project. However, search "ue5 hoverboard" on TH-cam, someone has a tut on it. Cheers.
Installation of ALS Mantle System into GASP found here, with credits to CT Game and Dev OP: azythegreat.com/how-to-integrate-als-mantle-system-to-the-game-animation-sample-project/
Goodjob bro
Thanks! Still not done yet thou. More to add. :)
Really nice work, I have a question about the parkour. Is it all done using blueprints or Cc? Did you create it yourself or follow any tutorials? Any help would be greatly appreciated. All the best!
It is a heavily modified version of Marketplace "Parkour Motion Warping System". PMWS appeared to be the best and flexible one there is, since it allows absolute control on where and at which point per animation should be played, and what not.
@@azythegreat I appreciate the response, I shall check them out. I was expecting a very vague answer like, we just watched TH-cam videos haha. Thanks again, looking forward to see where you take the game in future.
@@hunterfilms8115 Haha. Nah. I prefer be specific as possible when someone need an answer. 🙂