[UE5 Lyra] swimming animation setup using linked animation layers

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  • เผยแพร่เมื่อ 28 ก.ค. 2024
  • Tutorial video for implementing surface swimming or any locomotion based animation sets in your project. I’ll go over using an existing animation set, how to create new linked animation layers, unequipping when entering swimming mode, blocking abilities while swimming and unlocking the camera from the pawn rotation. I’ll also go into setting an animation sequence’s speed using distance based root motion data for a smoother animation.
    It’s a 2nd part of the previous tutorial video for unequipping weapons.
    The animation graphs in Lyra have a gold mine of examples but can be daunting. Hopefully this helps you enter that world and uncover its treasures. So far, using linked animation layers has freed up the base animation blueprint and opened up a bunch of possibilities for different animation logic depending on what the player is holding. It would be useful in any UE5 project.
    I apologize in advance for my mispronunciation of the word “alias”, if I use it again in another video I’ll correct that!
    This is definitely the longest of my videos and I’ll aim at a shorter length for the next ones. I felt this subject had a lot to cover and animation tech/programming is definitely interesting to me.
    Join my Patreon to get video credits and if you'd like to give thanks!
    / nancedevdiaries
    Thanks for watching!
    ---------------
    Timestamps:
    00:00:00 - Intro
    00:01:02 - Getting the animation set
    00:02:37 - Opening up the map
    00:03:35 - Swimming volume and buoyancy
    00:10:20 - Triggering unequip and block some abilities when swimming
    00:21:21 - Add Idle swimming state to locomotion state machine
    00:26:24 - Retargeting the UE4 animations to UE5
    00:36:28 - Linked animation layer setup for swimming layer
    00:45:34 - Swimming forward animation setup
    00:53:29 - Disable foot IK when swimming
    00:56:03 - Root motion creation and driving the sequence speed with it
    01:02:16 - Unlocking the camera from the pawn rotation to avoid having to use strafing animations
    01:05:58 - Outro

ความคิดเห็น • 56

  • @BooneyTune
    @BooneyTune ปีที่แล้ว +6

    Such a difficult subject to cover and yet you did it anyway and did an amazing job. Thank you!

  • @xvschneider2
    @xvschneider2 ปีที่แล้ว +3

    You truly make the best UE5 / Lyra tutorials.

  • @DustinBiser
    @DustinBiser ปีที่แล้ว +1

    First off, really great tutorial and thank you for taking the time to explain all these advanced concepts! You're a fantastic teacher! 👏
    For people new to Linked Animations and using Animation Layer Interfaces, the real power of these comes in their ability to override Animation States within an existing State Machine, rather than defining custom States and State Transitions for every possible movement mode in your game.
    For example, if we want our character to have several movement modes: Swim, Sky-Dive, Climb a Ladder, Slide down an Ice-Ramp, etc, we can still keep our Locomotion State Machine as is with the following States: Idle->Startup->Cycle, etc.
    Then we would create a new AnimBP for each movement mode we want for our game (e.g. AnimBP_Swimming, AnimBP_SkyDive), and have each of them implement our Animation Layer Interface. Each of our custom movement mode Animation Blueprints would override the Layers of our Animation Layer Interface for Idle, Startup, and Cycle in different ways. For example, Swimming Idle Animation overrides the Idle Layer, Swimming Startup Animation overrides the Startup Layer, and Swimming Active Animation overrides the Cycle Layer.

    • @nancedevdiaries
      @nancedevdiaries  ปีที่แล้ว +1

      Thanks! I'd be interested in how states would stack with each other. Lyra has the item base layer interface, which adds a layer based on what's equipped or not equipped. The "feminine" part is tacked on like abp_item_pistol_feminine as a linked anim layer. But what if, like you mentioned, we had the swimming or gliding layer, plus a layer of their movement state : drunk, cautious, injured.
      Any more info on this subject is appreciated, and examples are the best to learn from
      Thank you for your input, and I'm glad you're finding my tutorials useful :).

  • @bringfire
    @bringfire ปีที่แล้ว

    This opens up so many possibilities!! Thank you so much for breaking this down in a clear, step-by-step tutorial. 😊

  • @3BEEZ
    @3BEEZ ปีที่แล้ว +1

    Been waiting patiently for this. Another great tutorial. AMAZING work.🔥

  • @RastoDM
    @RastoDM ปีที่แล้ว

    Wow! Great work as always!

  • @kryogenicgames
    @kryogenicgames ปีที่แล้ว

    always delivers, thank you Nance

  • @Sachinunreal
    @Sachinunreal หลายเดือนก่อน

    Amazing video, I request you, please make a video on the horse riding system.

  • @manulaatapattu9478
    @manulaatapattu9478 5 หลายเดือนก่อน

    Just what i needed. Thanks a lot!

  • @thehadroneffect
    @thehadroneffect ปีที่แล้ว

    Excellent tutorial, well done!

  • @roja
    @roja ปีที่แล้ว +2

    How do we send you money to show our appreciation for these amazing tutorials?

    • @nancedevdiaries
      @nancedevdiaries  ปีที่แล้ว +3

      Thanks for the great compliment! I would love to reach monetization on TH-cam (those requirements are high) and may one day start a Patreon. At the moment, I'm very happy with my pace and that the videos are appreciated and useful. I appreciate the subs and the viewed hours! Cheers!

  • @user-dl4pb6uq6j
    @user-dl4pb6uq6j ปีที่แล้ว

    I really appreciate it! thank you very much

  • @JustMeUT99
    @JustMeUT99 7 หลายเดือนก่อน

    Well done and nice can clean results.

  • @afootgames
    @afootgames ปีที่แล้ว

    Love your videos, you're amazing!

    • @nancedevdiaries
      @nancedevdiaries  ปีที่แล้ว

      Thanks!! I saw you posted some new Lyra tutorials. Awesome, you started back again!

  • @Kiran.KillStreak
    @Kiran.KillStreak ปีที่แล้ว

    Not even watched full,but fully excited .😊
    Edit:- Finished now . doing it in historical normal way and new lyra modular layer way is great . i never knew that we can see debug stats for player pawn ♟ .

  • @davy4842
    @davy4842 ปีที่แล้ว

    The best thing about this channel is that you learn so fast

    • @nancedevdiaries
      @nancedevdiaries  ปีที่แล้ว

      Thanks! I've been lucky enough in my career to be using Unreal for 6 years professionally. I definitely feel as though Lyra is bringing all the knowledge together, and I'm learning more diverse subjects faster as a result because of its framework/setup.

    • @davy4842
      @davy4842 ปีที่แล้ว

      @@nancedevdiaries I mean XD I was talking about us learning from you ^^ I’m using *you” for the viewers XD

    • @nancedevdiaries
      @nancedevdiaries  ปีที่แล้ว

      Oh lol! Thanks! Happy people learn fast from my channel!

    • @davy4842
      @davy4842 ปีที่แล้ว

      @@nancedevdiaries BTW I have been using this swim component with Lyra before it makes use of the water height detection to add an extra jumping in water animation looks smooth AF I will be trying to implement it with your version hopefully th-cam.com/video/6JHz2jz362Y/w-d-xo.html

    • @nancedevdiaries
      @nancedevdiaries  ปีที่แล้ว

      Ooh nice that sounds promising 👌

  • @BaseRealityVR
    @BaseRealityVR ปีที่แล้ว +1

    Thanks for continuing to do these lyra Tutorials, its an extremely complicated system to get in to Even for Unreal Vets.

  • @sethhilliard256
    @sethhilliard256 ปีที่แล้ว +1

    First of all - this is awesome, thank you for posting it and taking the time!
    But I am curious, wouldn't a more appropriate use of the Lyra AnimBP be to just define states in the ItemLayer to play? For instance, in the Update Cycle Anim in ABP_ItemAnimLayersBase, you are deciding which anim cardinals to feed into the main SM. Here, couldn't you add logic for finding if the char is swimming and then feed those in?

    • @nancedevdiaries
      @nancedevdiaries  ปีที่แล้ว +1

      Thanks!
      Thinking back, yeah it might have been more useful to still have the applied linked anim layer ABP_UnarmedSwimming but not add new states to the locomotion state machine and not create a new anim layer for the swimming state, but override the Cycle layer. I don't think the animation asset I used have the assets to support Start/Stop/Cycle the way the walk/run is setup in Lyra unfortunately.
      The things I needed was to not rely on a backwards swimming, not have the foot IK going. It's still nice to have swimming only logic/assets on a ABP and not the base ABP or item ABP. But yeah there's not much else than Start/Cycle to override for swimming, unless you do something fancy for jumping out of water, even then you're out of swimming by then.
      I still found it useful to showcase adding a new animation layer to the linked item anim interface and how it could tie in to the animation graph. Also I'm still personally using this setup.
      A better example of a useful new applied linked anim layer would be if a character is incapacitated, or intoxicated for example (needs way more animation assets). It's a challenge to figure out how the item layer would interact with more layers that affect all locomotion states. It's been a ride trying to decipher the Lyra animation graph but glad I can share some understanding/learnings :)

  • @nomadic626
    @nomadic626 ปีที่แล้ว

    Really awesome tutorials ! btw Portabellows! love that title.

    • @nancedevdiaries
      @nancedevdiaries  ปีที่แล้ว +2

      Glad you like the title! It's the passion project I'm working on my own time and learning the most Lyra with. It's still very early but just recently put up a steam page for it store.steampowered.com/app/2339000/Portabellows/. It's not near release but I'm very excited about it 😀.

    • @nomadic626
      @nomadic626 ปีที่แล้ว

      @@nancedevdiaries looks amazing! i have a passion project too that i started on UE4 and am almost done migrating it over to UE5. we should keep in touch, doing this solo is no joke. LOL.

  • @deioo1965
    @deioo1965 7 หลายเดือนก่อน

    If anyone wants to get started there are 2 free animations on Mixamo, Swimming and TreadingWater - takes probably a youtube video to get the animations in UE5, but it's free and they're not that bad. For the 'fast' version I used a copy of the swimming at 2x speed. Hope it helps!

  • @rodrigofernandes6449
    @rodrigofernandes6449 ปีที่แล้ว

    This looks neat. Could tou make a tutorial on how to add different running animations using the animation layer interface? I think that would be a really cool tutorial

  • @user-ge6gc9ti9c
    @user-ge6gc9ti9c ปีที่แล้ว

    Why only C, maybe some blueprints tut ?

  • @ijerofei
    @ijerofei ปีที่แล้ว

    Hi, can you dive into the aspects of creating an asymmetrical gameplay? Does this require c++?

  • @shoxxie
    @shoxxie ปีที่แล้ว

    Hi Nance! I've just discovered your channel and I'm binge watching your tutorials rn, truly amazing content! I'm not sure if you're up for suggestions, but it'd be amazing if you could do a tutorial for a shield barrier (like Reinhardt in Overwatch for example) in Lyra

  • @AMTMultimedia
    @AMTMultimedia 2 หลายเดือนก่อน

    Hi Nance, Is there any chance you could do a tutorial on adding a custom movement mode? - Have been trying but failing to implement via the C++ and can't get to build correctly.
    If looking for video ideas of course! 🙂

    • @nancedevdiaries
      @nancedevdiaries  2 หลายเดือนก่อน +1

      Thanks for the idea! Which custom movement mode are you wanting to implement? I have a video planned but open to new ideas that match with what I'd like to share/tutorialize if that's a word :)

    • @AMTMultimedia
      @AMTMultimedia 2 หลายเดือนก่อน

      @@nancedevdiaries - For my project it relates to a non-human snake character, so "slither" perhaps. But recognise not applicable to most 🙂
      Any example would work though, gliding mentioned for example!

  • @Istarsiva
    @Istarsiva ปีที่แล้ว

    Amazing video ! Are you going to keep going with this until you have a richer swimming system or next tutorial will be different stuff?

    • @nancedevdiaries
      @nancedevdiaries  ปีที่แล้ว

      Thanks! Next video I'm switching gears, I'm looking into the menu system, more specifically the option screen (GameSettings), how it works, how to customize it. I was hoping I could do it with blueprints alone, but there are too many c++ components Lyra uses that are super useful.
      I'm hoping to learn enough to share how to add a settings menu to a project (video settings, audio, input). I'll be starting with the Top Down starter content example this time and sharing that project.
      There's been a lot of interest around Lyra's menu system (and the CommonUI plugin), and I'm myself curious enough to start really understanding it so I can customize it content wise and style wise.

    • @Istarsiva
      @Istarsiva ปีที่แล้ว +1

      @@nancedevdiaries nice I also wanted to add to the UI for example ability hot icons with countdown like the grenade ability but with other abilities!

  • @3BEEZ
    @3BEEZ ปีที่แล้ว

    Would love for my Character to be able to use only the pistol when swimming. Will give that a go, any help appreciated

    • @nancedevdiaries
      @nancedevdiaries  ปีที่แล้ว

      That could be a little tricky. An idea that pops into mind is an upper body blend with the pistol anims in you ABP_PistolAnimLayer's swim idle and full body swim layer anim logic. Also you wouldn't have any logic unequipping the weapon.
      It might look a little silly swimming with their hands both on the pistol haha so maybe you could figure out equipping the last known weapon when aiming down sights (you'd have to remove the blocking tack for ADS) when you're swimming.

  • @guilloisvincent2286
    @guilloisvincent2286 ปีที่แล้ว +1

    Very nice ! Thanks for the tutorials, sadly I can't find one with character creation in a lobby room using the phase system 😢

    • @nancedevdiaries
      @nancedevdiaries  ปีที่แล้ว

      Thanks! This video might be a good start. I don't think they use a phase system but a UI to choose a character: th-cam.com/video/hl5KRwF1KII/w-d-xo.html

    • @nancedevdiaries
      @nancedevdiaries  ปีที่แล้ว

      Plus looks like they have a part 2 to fix some issues with replications in a packaged build : th-cam.com/video/ougokzz_w40/w-d-xo.html

    • @guilloisvincent2286
      @guilloisvincent2286 ปีที่แล้ว +1

      @@nancedevdiaries thanks a lot ! I'll try to start from there 😁

  • @rec-trick
    @rec-trick ปีที่แล้ว

    pease videos for use this pack with mobile game

  • @aniketpanjwani4917
    @aniketpanjwani4917 ปีที่แล้ว

    Hi there, is there a way to reduce Bot difficulty in Lyra I am new to Unreal but thanks anyway your videos are awesome :)

    • @nancedevdiaries
      @nancedevdiaries  ปีที่แล้ว

      Thanks! I'll look into it. There are some AI settings in the project settings and one bool for if the enemy forgets you when they can't see you, I forget the name. Setting that off helps a bit.
      I'd like to make a short video about the subject if I find a way to give bots ranging accuracy. So far, it seems like they have perfect accuracy except when the guns have a spread or if they're running (everyone gets a spread multiplier when they run or are crouched).

    • @aniketpanjwani4917
      @aniketpanjwani4917 ปีที่แล้ว

      ​@@nancedevdiaries Thanks a lot :) You are Life Saver ❤❤​

  • @davy4842
    @davy4842 ปีที่แล้ว +1

    First!

  • @MG619Day
    @MG619Day ปีที่แล้ว

    Can you make a driving tutorial for driving vehicles and getting out of them?

    • @nancedevdiaries
      @nancedevdiaries  ปีที่แล้ว +1

      Hey Mario, I don't think I'll be diving into driving. Fortnite themselves use linked anim layers for their driving layers. There's probably some good info online about that.
      docs.unrealengine.com/4.26/en-US/AnimatingObjects/SkeletalMeshAnimation/AnimHowTo/LinkedAnimBP/
      In this doc you can checkout the section "Additional Use Case", it has an example and some good words of wisdom.

    • @MG619Day
      @MG619Day ปีที่แล้ว +1

      @@nancedevdiaries just saw this thanks for the guidance and tutorials really appreciate it