Is this expandable to running? In reality, stopping mid-sprint requires more steps until you actually halt so for any realistic movement simulation this would be the key. I would love to know if this can be added IF a velocity higher than 'x speed' would be met. Therefore, people could implement things like jog, run and sprint into more realistic or tactical games. Since I am working on a milsim this would be neat to know!
I have made an updated version of it. Check it out: th-cam.com/video/RDecfNh4AZM/w-d-xo.html. Yes, it is expandable to running, but you'll have to manage the transitions to avoid foot sliding or awkward transitions where the foot looks weird when switching to running. For better stopping transitions, you should calculate the current placement of the feet. For example, determine which foot is currently in front, so you can selectively play a different animation for the character to stop walking or running. This issue is minimized when you set the transition blend type to inertialization and use the dead blend node after the state machine, which is the best for calculating and delivering smooth animation transitions specially for foot transitions.
You would have to find a way to extract the animation root bone motion and apply it to the capsule component, as it is done with the newest motion matching.
what about which foot is leading or in front when we unpress the key. i mean if right foot is forward the stop animation should be for right foot forward and same for left foot when it's forward. please also create a video on how to do it
You can use anim notify to keep track of which foot is placed forward in the animation. Notifies are events that are called from animation to your character script. And when the movement input becomes 0 check which foot was the last foot and play the animation accordingly. But to do this you need both animation. One with left leg stop, start and right leg stop start. Not worth it. Never use root motion as a solo dev, it only makes life miserable as we don't have access to such a huge animation set
noice, would be nice if you do a lil updaet on that, aswell would be twice as nice if you did it in the hosatage , and those other cool tuts, im currently using grapple component for the hostage taking. its a asset with some nice logic for synchronized animation playing@@LocoDev
Dynamic climbing system or DCS is that system in which we detect edge and jump to it and hang over it , repeat the edge climbing to reach the top. Im not promoting the video to which i am sharing the link , i have just found it on yt to give the example of what is dynamic climbing system, moreover the actual name isnt dynamic climbing system, We call it dynamic climbing in real life. th-cam.com/video/0Bc05QOXHDI/w-d-xo.html @@LocoDev
Also theres not any quick documentation or any quick tutorial of it, i have found a series of around 89 videos explaining the whole climbing system in which dcs system is also included by " make a real one ", so i am requesting from you, It will be alot timesaver for us. @@LocoDev
Thank you for all the hard work! These tutorials are amazing. I'm grateful.
Glad you like them!
Thank you for tutorial! very flexible movement.
Your tutorials are very professional. Could you do tutorials on start screens, inventory, loot etc?
Thanks mate! Maybe soon in the future I could start developing UI systems
How can i download this animation for project
looks like you know a lot of animation in unreal, do you want to make a tutorial about motion system with smear frame effect just like overwatch.
Do you have a footage example to send me?
th-cam.com/video/FCzwvd80-iA/w-d-xo.htmlsi=pbpPgovknPufSSsz&t=529@@LocoDev
Is this expandable to running? In reality, stopping mid-sprint requires more steps until you actually halt so for any realistic movement simulation this would be the key.
I would love to know if this can be added IF a velocity higher than 'x speed' would be met.
Therefore, people could implement things like jog, run and sprint into more realistic or tactical games.
Since I am working on a milsim this would be neat to know!
I have made an updated version of it. Check it out: th-cam.com/video/RDecfNh4AZM/w-d-xo.html.
Yes, it is expandable to running, but you'll have to manage the transitions to avoid foot sliding or awkward transitions where the foot looks weird when switching to running.
For better stopping transitions, you should calculate the current placement of the feet. For example, determine which foot is currently in front, so you can selectively play a different animation for the character to stop walking or running. This issue is minimized when you set the transition blend type to inertialization and use the dead blend node after the state machine, which is the best for calculating and delivering smooth animation transitions specially for foot transitions.
Im curious if the logic works with a non root motion anim approach?
You would have to find a way to extract the animation root bone motion and apply it to the capsule component, as it is done with the newest motion matching.
what about which foot is leading or in front when we unpress the key. i mean if right foot is forward the stop animation should be for right foot forward and same for left foot when it's forward. please also create a video on how to do it
You can use anim notify to keep track of which foot is placed forward in the animation. Notifies are events that are called from animation to your character script. And when the movement input becomes 0 check which foot was the last foot and play the animation accordingly. But to do this you need both animation. One with left leg stop, start and right leg stop start. Not worth it. Never use root motion as a solo dev, it only makes life miserable as we don't have access to such a huge animation set
Exactly 🎉
You can use root motion, but of course it will depend on the project needs!
multiplayer replication? easy to do?
Yes, super easy
noice, would be nice if you do a lil updaet on that, aswell would be twice as nice if you did it in the hosatage , and those other cool tuts, im currently using grapple component for the hostage taking.
its a asset with some nice logic for synchronized animation playing@@LocoDev
Hey plz make a tutorial on dynamic climbing system, I searched everywhere but cant find any way to implement it.
What is a dynamic climbing system?
Dynamic climbing system or DCS is that system in which we detect edge and jump to it and hang over it , repeat the edge climbing to reach the top. Im not promoting the video to which i am sharing the link , i have just found it on yt to give the example of what is dynamic climbing system, moreover the actual name isnt dynamic climbing system, We call it dynamic climbing in real life. th-cam.com/video/0Bc05QOXHDI/w-d-xo.html @@LocoDev
Also theres not any quick documentation or any quick tutorial of it, i have found a series of around 89 videos explaining the whole climbing system in which dcs system is also included by " make a real one ", so i am requesting from you, It will be alot timesaver for us. @@LocoDev
hey plz now dont ignore my req
@@LocoDev
Great 👍
Thank you! Cheers!