The weapon_r bone doesn't actually exist on the ALS_Manny. It's the IK_Hand_Gun bone actually. I've heard they added some new tools to the IK Retargeter though? I haven't really checked. I seen in some video but I thought I saw something that allows you to constrain bones to other bones. Even if that's the case though the IK_Hand_Gun bone or Weapon_R whichever you choose to use would need to be manually adjusted on all of the animations. While the IK_Hand_Gun may not seem necessary I do believe on some of the poses they are actually rotating it to prevent the need to bend the wrist at extreme angles. You could transfer that to the Weapon_R bone though. Personally I prefer it over the old IK Bones.
Thanks for the explanation buddy. Love your videos by the way. I updated it using just an additive layer in the poses for weapon_r bone. It works well and avoid the need for a bunch of sockets 👍
Wow dude. Not only is your work impressive. But your explanation of how the system works, how the mechanics works and why is probably the best I've seen on TH-cam regarding Unreal.
@@PolygonHive hey man ,,,mabe a noob question :)) ...but how i play the upper body animation in the game anim sample ? ...(yes i added upper body on the anim, and yes i added the upper body slot in the animBP) but seomething seems to not work is not playing the upper body and still sliding :))
Do you have any plans on doing a whole tutorial series of how to add more animations and layering systems? Creating working weapon blueprints, picking up items, opening doors, custom character imports and relinking, etc...?
So nice of you to do this, I hope you update it when they release the new version. You are the other half of the package for what we need! Amazing! The most exciting feature that I hope they prioritize is implementing the new character mover 2 component so you don't have heavy de-sync when testing in multiplayer and the network emulation tool. (Currently with the stock cmc its not useable in multiplayer)
Thanks buddy! Yeah I will be keeping it up-to-date and adding some things to it. And yeah I would love a Mover 2.0 implementation but currently Motion Matching Trajectory is hardcoded to Character and CMC classes :(
Imagine having a community version of the project where devs can continuously contribute to the end product... That would be wild! I really hope we see an emphasis at the very least on community versions of the project - uncharted, Hitman, hack n slash etc - just plug and play versions for users to bespoke into their own games seems to be the path forward atm
the real treasure here is learning how to doit... cause then you can implement whatever you want (magic, melee, DOG PETTING) into your game. Thank you so much for the explanation. I hope yu continue directing the Motions Matching system, cause I've tried, and now I own a burn potato for a pc
awesome job, only thing id say to add is Prone crawling and prone rolling anims blended and it should be perfect for nearly any third person starter game content. Though only works for guns as a bow clips to much for prone so id say block prone or force hide bow when going prone.
Amazing work bro, I would love to see a Tutorial on how to add more overlay or modify them, like I love the stance while walking of the 2H gun, but while running the animation of the 1H looks way better, I would love to understand how to properly modify 2H to make it have the running animation of the 1H. Or add limping to the injured overlay, or something like a baseball bat stance with a hit animation, I have amazing ideas but as a beginner I don't know how to properly apply those and integrate them in a way I understand and can easily work with and the way you present it, you seem to have make it "very easy" to work with but my knowledge is limitated ahah Again, amazing work bro Epic should contact you if they didn't have yet
I will be making some tutorials on adding and configuring overlays, indeed it's pretty easy 👍 For now if you want the 1H run pose in 2H. You can just go to ABP_Overlay_Pistol2H and replace that pose in the details with the 1H one 😉
@@PolygonHive Could you please give a direction on how to do it? I've been struggling to add a simple reload animation without the character to stop haha And thanks for all, you inspired me to start learning unreal!
Wonderful work. Congrats! Here's a small tip. I noticed your crouch anims JIT load and stutter when you crouched for the first time. Open the DefaultLevel level BP and add your crouch DBs to the AllDatabases variable object array. Stuttering fixed!
Thanks for sharing! any plans on adding the first person camera like the one in ALS4? Will try to figure out how to do it on my own of course but any help to put me in the right direction will be appreciated :)
The camera system in ALS is pretty complex. It's using an AnimBP to control the camera. But I think that could be achieved in a more simple way. There are some devs on X and YT that already tried I think 😉
This is awesome! One thing is I've noticed traversing while crouched seems to not work for me. I have fixed it in a vanilla GASP project. Another thing is traversing while having certain weapons equipped can look funky, wonder what's a good way to go about... have special vault animations? Temporarily make the character go into a neutral overlay state?
@@PolygonHive I just used whatever databases they have for their walks for the things that are missing from crouches for now haha The only issue with that is that you'll be walking for a second or two after vaulting/hurdling/whatever else they have while in crouch, but doesn't look too bad! Trying now to understand how to go about the weapon sockets/VBs on my Metahuman, my guy is a short narrow, so for him everything looks very uncomfortable haha
I had a question that im sure you might know the answer to. When you are crouched near the wall, and hit spacebar while walking forward. The character phases thru the wall. How would I fix this? Is this simply fixed using a boolean like "canmantle"?
This is Amazing. Iv'e been waiting for someone to do a tutorial for this. One thing i think is missing for the ALS4 is the "roll" function when hitting the "alt" twice.
This is really friggin sick! Do you have, or do you plan on making any documentation to give an quick overview on what everything's doing, and what resources you have available and what they do? (For the curves especially.)
Thanks for this cool stuff! I get a problem with the gun attached, if I use the TwinBlast_ShadowOps model from the original sample pack. The gun, or the other stuff, attached to the r_weapon or l_weapon socket have a wrong transform. Also the gun seems to be at different transforms, depending animations. How can i fix this, so the gun is always attached to right transform so it fit the animations and hand on gun. Also I would like to have a death animation or ragtoll death and a hit animation, or even get the knowlege how i can add this the right way to the project. Thanks again for all your work and sharing it! You are the best :)
You're welcome and thank you for the support 🙏 For the gun socket, I am using the weapon_r bone with an additive layer in the animation poses themselves. If you check the poses you will se that there is a curve for that bone in the animation sequence. I am still trying to find a better way of doing this that would work seamlessly for all characters.
@@PolygonHive I am having exactly this issue and would give you my car if you can figure out how to make this work for all characters. 😆 I'm going to check out how you handled the additive layers and see if I can come up with some kind of magic formula. unrealdevop is a genius from what I can see. Maybe the answer lies within his DAO project.
Hi, how can we use this where the character is left handed? Also, can we remove some animations, and how possible is it to switch weapons/states with a gamepad? (I'm new)
thank you so much. I tried to add a zoom in (+) and zoom out (-) mouse wheel event to the SpringArm. But for some odd reason the camera zoom doesn't work. Any idea how to do that with the project sample? thx a bunch
i noticed that 5.5 has been released but still we do not have the 5.5 animation sample, maybe beacuase it's still in beta? the 5.5 version? oh btw they'll have turn in place thing when crouching if i understood, that way we could do that when you are standing as well, that would be awesome, if you see on tick they update the rotation of the head and torso depending on where you are looking at the camera, but once it reaches a certain threshold it just goes back to normal, thats when you would want to do the turn in place, im kind of a beginner btw, do you know where i should start learning animations? like they have their own kind of set of nodes, in the bottom right it says animation instead of blueprints yk, im not really familiar with it.. thanks a lot man you are a legend
Hey man! I'm struggling to figure out how to use this system for actual projects. As the entire system and the animation blueprints are built upon the UEFN_Mannequin, using the Fortnite Humanoid skeleton, importing any new character models and swapping out the meshes are simple, yet if you don't use a character using the exact same skeleton, the weapon will not be held in the models hands. For example, I tried swapping it out with the TwinBlast model, but since this model is larger/taller, the weapon is floating around and not in his hands. Is there an easier way to make this system work for other models at this point in time?
Hey! for the gun socket, I am using the weapon_r bone with an additive layer in the animation poses themselves. If you check the poses you will se that there is a curve for that bone in the animation sequence. I am still trying to find a better way of doing this that would work seamlessly for all characters.
You are very cool. I would like to know now how to add an animation, for example, a pickaxe strike. And I would like to know how you made all these pose variations for a specific stance, like how you created so many animation files with the pistol, and so on. Thank you for your great work. And thank you for leaving so many comments on the blueprints, as I am just learning, and this is very helpful to me.
Thanks a lot for the support. I will be making some video on how to add overlays soon. For the poses I just make them in unreal directly. You can find some tutorials on how to make poses from animations or using sequencer.
@PolygonHive Hi, When I play video montage nothing happens, I set the group slots to the spine and also L & R arms slots but it does not play any montage, any idea how to fix? Thank you for your video.
You are a saint. Im wondering what the process to get these animations applied to other armatures. There are a few good tutorials on that but wouldnt the process be different for this system? Im not sure, a tutorialmwould be amaaaazing
Thanks mate! I think you can use the runtime retargeting features (copy/retarget pose from mesh) the project already has different characters that you can switch between ;)
nice work mate :) really cool :D just wondering about procedural edge detection ? if i remember correctly ALS had a way of dealing with all various heights of ledges to climb upon but in the anim sample they seem to use a an actual hitbox per edge is this correct ?. but would love to know more about this specifically thanks again for this :)
after looking around a bit, i noticed there is no turning anims for crouch inside the GASP side. maybe that is the issue with the crouched overlay tip. also, as a personal preference, i disconnected the movement stick mode select node inside get char gait and plugged straight to the full stick bool in the character bp to get more of an older blendspace type feel of motion, instead of having to press a button for walking, which, to me, also stiffened up the feel of the locomotion as well. but i'm going to look into the crouched 180's and see. just made the move to 5.4 today so can't make any promises, though not green to als at all so we'll see. :)
@@PolygonHive so i have added crouching tip and i feel i am | | this close to figuring it out. it wants to turn but something is stopping it from updating. it will update in the chooser to crouched tip but will get stuck and won't play unless you force update by pressing sprint or something. it will then turn and return to idle as expected each time you do this. not sure what's going on there. being new to this style of abp it's taking some figuring out to find the issue --- strike that, just figured it out, was missing a "should turn in place" node in mminterupt mode , i now have crouch turn in place working perfectly!!
do we have to retarget or adding ik bones for our own metahumans(tall)? i've been trying to copy paste body parts from my own metahuman to Kellan but it crashes after switching to him in PIE.
Any chance of you providing a "tutorial" video detailing the steps you took a bit more in depth? I've been wanting to do something like this for some time now...
Absolutely great work! Thank you so much for sharing your project. I would like to inquire if you know how to avoid the shaking during the turn in place. There seems to be a little bug somewhere that makes the character turn smoothly. And....Sub! 🙂
@PolygonHive Thank man, this is game changer! One quick question - i've added my own Melee idle pose, and melee block pose. First one the usual one, and is working. Block pose i've posted in the Aim logic. But somehow, whenether i use aim, the pose aren't changed, but the arm and the weapon is deforms and increases in size. What can be wrong?
Thank you for sharing this project. I'll check this out. I'm quite sure that ALSv4 rig has no weapon bones. If so, you want to include weapon_r and weapon_l in the IK rig as retarget chains, and both skeletons, source and target, must have weapon bones. Alternatively, you can add a node transform bone inside the anim BP and apply the rotation offset. Or, worse, edit the anim sequence with an FK control rig, and add an additive layer with the desired rotation offsets, it can be a tedious process if you have many files to edit.
You're welcome! Yeah ALS doesn't have weapon_r/l it has hand_ik_gun bones but event those didn't retarget properly to the new mannequin. The node transform could be a nice solution 👍 I really really don't wanna go through FK control rig for all those poses ^^
I've been playing with your project and i love it man, thank you so much! I was trying to make an AI blueprint use the animation blueprint of the sandbox character but it doesnt move with the animations. Any hint on that?
Really cool setup! I downloaded your project from Github and can't figure out how to activate the ALS UI and overlays. The crouch is working though. Do I need to switch to another character blueprint?
I already tested the system, it goes great, errors I found, when you crouch and walk and hit a wall or wall is transferred, there are times that does not feel fluid transitions, but it's looking great
Thanks! Crouch is still work in progress from Epic and will be updated in 5.5. I just plugged the in-progress animations to setup the overlay system for it in advance.
That's a knows bug because the Crouch animations are still work in progress. It should be fixed with the 5.5 release of GASP when they finish Crouch and Sprint.
@@PolygonHive How's it going, awesome work!!!! I noticed that when you crouch in multiplayer it doesn't replicate until you move around, is it me or is there a fix to this?
This is sooooo beautiful thank you so much! This is rocket science to a newbie like me! This helps me so much with my project! Everyone subscribe! Thank you again!
@@PolygonHive Thx, I got this working (adding new stuff). For me, everything is a bit off (like bit right off of the hand(s). Where can I adjust the placement of the items? Haven't found it yet :O
Hello there! thanks for sharing this project. I have a problema adding a ragdoll, hitting them makes fly around infinite, I think its something glitching with the game mode, did u try that? any advice? thanks in advance!
Could you please make a tutorial on how one can add a new overlay state to the character without messing anything up. Or is it just like adding an overlay state to ALS?
Great work thank you , but could you help me: I am trying to add a new state( swimming) I managed to modify the pawn bp but In the animation BP I dont really understand how to handle that , could you give me an hint . Thank you
If you're not adding swimming in the Motion Matching itself. You probably need to add it as a state machine in the anim graph and switch from matching to that state machine depending on your state.
How do we blend between the poses? As is it snaps to the new pose instantly without blending so it will be very noticeable switching between poses during gameplay.
Omg..😮 this is super complex and very impressive 😅 i though id try add a new mesh like i managed to do in the original anim sample project but this is a completely different setup, over my head.😂 if you would consider a small tutorial at some point that would be amazing!
I don't plan to have a full weapon system there, it's supposed to be focused on locomotion and animation but this should work with any existing gun system
do you plan of creating some transitions between the states like blending bones or something like that? I think you didn't do that already because you are using different anim graphs
Yeah I will look into that. I know ALS-Refactored has something similar so I am planning to take a look there. But if we use some equip / unequip montages while switching items it wouldn't be needed
It depends, if you want to do those the old standard way, it should be same as with any locomotion system. With Motion Matching it would require a bit more research.
downloaded today. Am I the only one who has all of the props in a strange orientation. like none of them are held properly. maybe i did something before checking them out. gonna re-download and test.
It's probably happening if you're using another character than the UEFN mannequin. I am still trying to find the right solution for that for the next update :)
Normally it's easy to add an overlay state just by looking at other states. But I will be releasing some tutorials with the 5.5 update once I find solutions to some edge cases.
Add a linked layer to your item in the inventory and when you equip that item, link the corresponding layer as it's done in the sandbox character right now 😉
The project is finally ready! I hope it'll help you make some cool projects 😉
Don't forget to subscribe. There will be more cool updates coming!
Hello, do you have a discord?
DABFarrow
Hey no Discord yet but will be working on one soon 🫡
The weapon_r bone doesn't actually exist on the ALS_Manny. It's the IK_Hand_Gun bone actually. I've heard they added some new tools to the IK Retargeter though? I haven't really checked. I seen in some video but I thought I saw something that allows you to constrain bones to other bones. Even if that's the case though the IK_Hand_Gun bone or Weapon_R whichever you choose to use would need to be manually adjusted on all of the animations. While the IK_Hand_Gun may not seem necessary I do believe on some of the poses they are actually rotating it to prevent the need to bend the wrist at extreme angles. You could transfer that to the Weapon_R bone though. Personally I prefer it over the old IK Bones.
Thanks for the explanation buddy. Love your videos by the way.
I updated it using just an additive layer in the poses for weapon_r bone. It works well and avoid the need for a bunch of sockets 👍
Wow dude. Not only is your work impressive. But your explanation of how the system works, how the mechanics works and why is probably the best I've seen on TH-cam regarding Unreal.
Thanks mate !
Wow,you weren't lying. You relased it in exactly 1 week like you said. Great work!
Thanks buddy! Someone had to do it ^^
@@PolygonHive hey man ,,,mabe a noob question :)) ...but how i play the upper body animation in the game anim sample ? ...(yes i added upper body on the anim, and yes i added the upper body slot in the animBP) but seomething seems to not work is not playing the upper body and still sliding :))
Do you have any plans on doing a whole tutorial series of how to add more animations and layering systems? Creating working weapon blueprints, picking up items, opening doors, custom character imports and relinking, etc...?
There will be an update to the project with the release of 5.5 and some tutorials with that. I am still trying to find solution to some painpoints.
So nice of you to do this, I hope you update it when they release the new version. You are the other half of the package for what we need! Amazing! The most exciting feature that I hope they prioritize is implementing the new character mover 2 component so you don't have heavy de-sync when testing in multiplayer and the network emulation tool. (Currently with the stock cmc its not useable in multiplayer)
Thanks buddy!
Yeah I will be keeping it up-to-date and adding some things to it.
And yeah I would love a Mover 2.0 implementation but currently Motion Matching Trajectory is hardcoded to Character and CMC classes :(
This makes me so happy!!! Well done!
If you're happy, we're happy 😃
The legend himself!
Imagine having a community version of the project where devs can continuously contribute to the end product... That would be wild! I really hope we see an emphasis at the very least on community versions of the project - uncharted, Hitman, hack n slash etc - just plug and play versions for users to bespoke into their own games seems to be the path forward atm
This is truly amazing. Thank you for your dedication in integrating these two systems. You really saved me a ton of time. I can't thank you enough!
Thanks for the support! Glad to help 🙏
the real treasure here is learning how to doit... cause then you can implement whatever you want (magic, melee, DOG PETTING) into your game.
Thank you so much for the explanation. I hope yu continue directing the Motions Matching system, cause I've tried, and now I own a burn potato for a pc
I'll try to make a tutorial on how to add an overlay state to the system ;)
@@PolygonHiveIf you do I'll have to subscribe! Very much need this!
awesome job, only thing id say to add is Prone crawling and prone rolling anims blended and it should be perfect for nearly any third person starter game content. Though only works for guns as a bow clips to much for prone so id say block prone or force hide bow when going prone.
Thanks! I will keep updating the project with more locomotion mode and stances over time 😉
Amazing work bro, I would love to see a Tutorial on how to add more overlay or modify them, like I love the stance while walking of the 2H gun, but while running the animation of the 1H looks way better, I would love to understand how to properly modify 2H to make it have the running animation of the 1H. Or add limping to the injured overlay, or something like a baseball bat stance with a hit animation, I have amazing ideas but as a beginner I don't know how to properly apply those and integrate them in a way I understand and can easily work with and the way you present it, you seem to have make it "very easy" to work with but my knowledge is limitated ahah
Again, amazing work bro Epic should contact you if they didn't have yet
I will be making some tutorials on adding and configuring overlays, indeed it's pretty easy 👍
For now if you want the 1H run pose in 2H. You can just go to ABP_Overlay_Pistol2H and replace that pose in the details with the 1H one 😉
@@PolygonHive Doing configuring tutorials would be so helpful! Especially for custom characters. All the weapons/objects are off for my CC4 character.
@@PolygonHive Could you please give a direction on how to do it? I've been struggling to add a simple reload animation without the character to stop haha
And thanks for all, you inspired me to start learning unreal!
you sir have made lots of peoples lives easier. Thanks
Just doing my part for the community 🫡
You've explained things way better than any other person i've seen doing unreal tutorials. you have a gift to teach, sir. :) thank you for your help!
You're welcome and thank you for the kind words buddy!
Thanks a lot for your work mate. Read it all through and managed to get it all working in my project as well now
You're welcome! Great to hear :)
Dude... You saved my project A LOT with this. Thank you very much 🥹🙏
Great to hear that :)
waiting for the new video to grt released!!!! Cant wait to see some tutorials on it!!!
I really want to learn what and how you done............... What an awesome work it was mind blowingly inspiring to me ....
Thanks, there will be some video with more explanations :)
amazing! love this motion, you're a genius!
Thank you! 😊
This is sick! Nice work.
Wonderful work. Congrats! Here's a small tip. I noticed your crouch anims JIT load and stutter when you crouched for the first time. Open the DefaultLevel level BP and add your crouch DBs to the AllDatabases variable object array. Stuttering fixed!
Thanks! And thanks a lot for the tip ;)
I've been trying to do this myself to no avail. Thank you so much!
Glad I could help!
Thanks for sharing! any plans on adding the first person camera like the one in ALS4? Will try to figure out how to do it on my own of course but any help to put me in the right direction will be appreciated :)
The camera system in ALS is pretty complex. It's using an AnimBP to control the camera. But I think that could be achieved in a more simple way. There are some devs on X and YT that already tried I think 😉
wow nice. Can you make Motion matching sample + Horse Riding tutorials?
This is awesome! One thing is I've noticed traversing while crouched seems to not work for me. I have fixed it in a vanilla GASP project. Another thing is traversing while having certain weapons equipped can look funky, wonder what's a good way to go about... have special vault animations? Temporarily make the character go into a neutral overlay state?
Thank you! I am waiting for the official crouch animation setup to be done in 5.5 before spending more time on that :)
@@PolygonHive I just used whatever databases they have for their walks for the things that are missing from crouches for now haha The only issue with that is that you'll be walking for a second or two after vaulting/hurdling/whatever else they have while in crouch, but doesn't look too bad! Trying now to understand how to go about the weapon sockets/VBs on my Metahuman, my guy is a short narrow, so for him everything looks very uncomfortable haha
I had a question that im sure you might know the answer to. When you are crouched near the wall, and hit spacebar while walking forward. The character phases thru the wall. How would I fix this? Is this simply fixed using a boolean like "canmantle"?
Crouch animations are still all work in progress and will be fixed with the future update to the Game Animation Sample with UE 5.5 👍
this is very generous! Thank you. Subbing now and hoping for more tutorial video!
You're welcome!
This is Amazing. Iv'e been waiting for someone to do a tutorial for this.
One thing i think is missing for the ALS4 is the "roll" function when hitting the "alt" twice.
Thank you! That shouldn't be too complicated to add, it's just an animation montage to play ;)
Damn, this is cool to see working. I am probably too deep to change now, but will consider it.
Thanks buddy! Yeah switching is not always the right decision depending on how advanced you are in a project.
This is really friggin sick! Do you have, or do you plan on making any documentation to give an quick overview on what everything's doing, and what resources you have available and what they do? (For the curves especially.)
Thanks man!
So there will be a consequent update with 5.5 and I plan to release some tutorials and documentation with that 👍
Thanks for this cool stuff! I get a problem with the gun attached, if I use the TwinBlast_ShadowOps model from the original sample pack. The gun, or the other stuff, attached to the r_weapon or l_weapon socket have a wrong transform. Also the gun seems to be at different transforms, depending animations. How can i fix this, so the gun is always attached to right transform so it fit the animations and hand on gun. Also I would like to have a death animation or ragtoll death and a hit animation, or even get the knowlege how i can add this the right way to the project. Thanks again for all your work and sharing it! You are the best :)
You're welcome and thank you for the support 🙏
For the gun socket, I am using the weapon_r bone with an additive layer in the animation poses themselves. If you check the poses you will se that there is a curve for that bone in the animation sequence.
I am still trying to find a better way of doing this that would work seamlessly for all characters.
@@PolygonHive I am having exactly this issue and would give you my car if you can figure out how to make this work for all characters. 😆 I'm going to check out how you handled the additive layers and see if I can come up with some kind of magic formula. unrealdevop is a genius from what I can see. Maybe the answer lies within his DAO project.
@WrathOfAl I didn't have to time to research it but I'll get it fixed for sure. In the meantime if you find anything, please share 🙂
Love ur videos great for getting a little deeper dive especially as a noob
Thank you! Glad to help :)
Really amazing stuff! I can't thank you enough.
You're welcome 🫡
Hi, how can we use this where the character is left handed? Also, can we remove some animations, and how possible is it to switch weapons/states with a gamepad? (I'm new)
There is a bug , foot is not correct on ground little bit down the floor . Which part of blueprint causing ?
thank you so much. I tried to add a zoom in (+) and zoom out (-) mouse wheel event to the SpringArm. But for some odd reason the camera zoom doesn't work. Any idea how to do that with the project sample? thx a bunch
You're welcome! Never implemented that but there should be some tutorials online :)
I basically love this video. This video is basically great. Basically, basicallyyy, bassaaaacccclllyyy...
Thanks man!
Thank you so much ! This is truly incredible :)
You're welcome 🙏
i noticed that 5.5 has been released but still we do not have the 5.5 animation sample, maybe beacuase it's still in beta? the 5.5 version? oh btw they'll have turn in place thing when crouching if i understood, that way we could do that when you are standing as well, that would be awesome, if you see on tick they update the rotation of the head and torso depending on where you are looking at the camera, but once it reaches a certain threshold it just goes back to normal, thats when you would want to do the turn in place, im kind of a beginner btw, do you know where i should start learning animations? like they have their own kind of set of nodes, in the bottom right it says animation instead of blueprints yk, im not really familiar with it.. thanks a lot man you are a legend
Hey man! I'm struggling to figure out how to use this system for actual projects. As the entire system and the animation blueprints are built upon the UEFN_Mannequin, using the Fortnite Humanoid skeleton, importing any new character models and swapping out the meshes are simple, yet if you don't use a character using the exact same skeleton, the weapon will not be held in the models hands. For example, I tried swapping it out with the TwinBlast model, but since this model is larger/taller, the weapon is floating around and not in his hands. Is there an easier way to make this system work for other models at this point in time?
Hey! for the gun socket, I am using the weapon_r bone with an additive layer in the animation poses themselves. If you check the poses you will se that there is a curve for that bone in the animation sequence.
I am still trying to find a better way of doing this that would work seamlessly for all characters.
What are your thoughts for using this movement system for a top downish perspective with character looking at mouse on screen? Is this feasible?
Definitely feasible but maybe a bit overkill for such a perspective
You are very cool. I would like to know now how to add an animation, for example, a pickaxe strike. And I would like to know how you made all these pose variations for a specific stance, like how you created so many animation files with the pistol, and so on. Thank you for your great work. And thank you for leaving so many comments on the blueprints, as I am just learning, and this is very helpful to me.
Thanks a lot for the support. I will be making some video on how to add overlays soon.
For the poses I just make them in unreal directly. You can find some tutorials on how to make poses from animations or using sequencer.
Hello, is there any way to add custom mesh to npc character that is a child of CBP_SandboxCharacter or am I doomed?
@PolygonHive Hi, When I play video montage nothing happens, I set the group slots to the spine and also L & R arms slots but it does not play any montage, any idea how to fix?
Thank you for your video.
I didn't experiment with montages yet but will do and if I find anything I will make sure to explain in a video ;)
@@PolygonHive That would be great if you could check that, I'm heavily under pressure in my project, and the same setup works fine in ALS.
You are a saint. Im wondering what the process to get these animations applied to other armatures. There are a few good tutorials on that but wouldnt the process be different for this system? Im not sure, a tutorialmwould be amaaaazing
Thanks mate! I think you can use the runtime retargeting features (copy/retarget pose from mesh) the project already has different characters that you can switch between ;)
@PolygonHive Oh look at that, thanks for the new knowledge!
How do I change the animations? I'm a beginner, if we could talk, it would be great.
I will try to make a tutorial soon 😉
nice work mate :) really cool :D just wondering about procedural edge detection ? if i remember correctly ALS had a way of dealing with all various heights of ledges to climb upon but in the anim sample they seem to use a an actual hitbox per edge is this correct ?. but would love to know more about this specifically thanks again for this :)
Yeah Traversal is not dynamic but I am planning on implementing that in the near future :)
@@PolygonHive very cool , look forward to seeing the implementation 😁🤝
after looking around a bit, i noticed there is no turning anims for crouch inside the GASP side. maybe that is the issue with the crouched overlay tip. also, as a personal preference, i disconnected the movement stick mode select node inside get char gait and plugged straight to the full stick bool in the character bp to get more of an older blendspace type feel of motion, instead of having to press a button for walking, which, to me, also stiffened up the feel of the locomotion as well. but i'm going to look into the crouched 180's and see. just made the move to 5.4 today so can't make any promises, though not green to als at all so we'll see. :)
Yeah crouch is still work in progress and has no turn in place for now 👍 interesting gait idea, I'll try that as well 😉
@@PolygonHive so i have added crouching tip and i feel i am | | this close to figuring it out. it wants to turn but something is stopping it from updating. it will update in the chooser to crouched tip but will get stuck and won't play unless you force update by pressing sprint or something. it will then turn and return to idle as expected each time you do this. not sure what's going on there. being new to this style of abp it's taking some figuring out to find the issue
--- strike that, just figured it out, was missing a "should turn in place" node in mminterupt mode , i now have crouch turn in place working perfectly!!
th-cam.com/video/lB_MV_aXpyY/w-d-xo.html excuse the animations, they don't line up to the uefn idle animation so they look a little funky
Are you going to maintain this fork and keep it in sync with the ALS-Refactored project?
I will be maintaining it from time to time but it will not be related to any ALS project.
You are a legend !
Are theese animation network replicated like als refactored in github?
Not yet. It's hard to replicate Motion Matching without C++ and I want to keep this BP Only. But I will probably take a look at replication soon ;)
do we have to retarget or adding ik bones for our own metahumans(tall)? i've been trying to copy paste body parts from my own metahuman to Kellan but it crashes after switching to him in PIE.
I don't use metahumans much, sorry 🙏
Any chance of you providing a "tutorial" video detailing the steps you took a bit more in depth? I've been wanting to do something like this for some time now...
I will be updating the project with the release of 5.5 with some new features and will try to record more video when that happens. Stay tuned ;)
Awesome work !!!!! will this be updated regularly?
Thanks! Yes there will be some updates but I am waiting for Epic to finish the base GASP with 5.5 and then I'll have some cool updates after that ;)
Amazing work! It would be cool to add melee weapons support.
I'll be adding some overlays soon 😉
Absolutely great work!
Thank you so much for sharing your project.
I would like to inquire if you know how to avoid the shaking during the turn in place. There seems to be a little bug somewhere that makes the character turn smoothly. And....Sub! 🙂
That's one of the things I am still looking at 👍
Huuuge respect !!
@PolygonHive Thank man, this is game changer! One quick question - i've added my own Melee idle pose, and melee block pose. First one the usual one, and is working. Block pose i've posted in the Aim logic. But somehow, whenether i use aim, the pose aren't changed, but the arm and the weapon is deforms and increases in size. What can be wrong?
Most probably a additive ref pose setting thing in your pose. Make sure your pose sequence details are the same as the one of the other state ;)
Thank you for sharing this project. I'll check this out. I'm quite sure that ALSv4 rig has no weapon bones. If so, you want to include weapon_r and weapon_l in the IK rig as retarget chains, and both skeletons, source and target, must have weapon bones. Alternatively, you can add a node transform bone inside the anim BP and apply the rotation offset. Or, worse, edit the anim sequence with an FK control rig, and add an additive layer with the desired rotation offsets, it can be a tedious process if you have many files to edit.
You're welcome!
Yeah ALS doesn't have weapon_r/l it has hand_ik_gun bones but event those didn't retarget properly to the new mannequin. The node transform could be a nice solution 👍 I really really don't wanna go through FK control rig for all those poses ^^
@@PolygonHive No problem, I'll see if I can find other options. Keep up the good work.
I'd be curious to see the difference in complexity and efficiency between this and a layered control rig approach (new with 5.4)
Never tried the layered control rig, I would be interested as well
hello can you show us how to add this to an already existing game animation sample project i started a project before and i've come a long way
I've been playing with your project and i love it man, thank you so much! I was trying to make an AI blueprint use the animation blueprint of the sandbox character but it doesnt move with the animations. Any hint on that?
Haven't tried AI at all yet but I may give it a go in the future 👍
Great job. Maybe I missed it but is there a shooting animation? Recoil, etc.
Nope this is just a locotion system
Really cool setup! I downloaded your project from Github and can't figure out how to activate the ALS UI and overlays. The crouch is working though. Do I need to switch to another character blueprint?
It's hard coded to the Q button and mouse wheel up / down to scroll. It's in the CBP_SandboxCharacter OverlayGraph if you want to change inputs.
@@PolygonHive Thank you!
Thank you very much for this fantastic Tool!!!!!
You're welcome !
Absolutely amazing!
Thanks 🙏
I already tested the system, it goes great, errors I found, when you crouch and walk and hit a wall or wall is transferred, there are times that does not feel fluid transitions, but it's looking great
Thanks! Crouch is still work in progress from Epic and will be updated in 5.5. I just plugged the in-progress animations to setup the overlay system for it in advance.
gives error when packaging. Any help would be appreciated.
Awesome! Do the mechanics like catching a ledge while falling apply to the player controller now too?
If you're talking about dynamic mantling. That's not in the system yet but I am planning to add it.
@@PolygonHive Good to know. Thanks!
While crouching, I noticed a small bug when walking against a wall., great work! sub
That's a knows bug because the Crouch animations are still work in progress. It should be fixed with the 5.5 release of GASP when they finish Crouch and Sprint.
@@PolygonHive How's it going, awesome work!!!! I noticed that when you crouch in multiplayer it doesn't replicate until you move around, is it me or is there a fix to this?
This is sooooo beautiful thank you so much! This is rocket science to a newbie like me! This helps me so much with my project! Everyone subscribe! Thank you again!
You are so welcome!
This is awesome, thx for sharing.
May be a stupid question; but how/where can I exchange the meshes for the blend? (sry, I'm new to the party)
You'll have to use the live retargeting system in unreal. You can find some tutorials on TH-cam for that 😉
@@PolygonHive I meant the weapon/knive and stuff.
Ah you can just replace the meshes in the sandbox character directly. But you may have to adjust pivot points etc
@@PolygonHive Thx, I got this working (adding new stuff).
For me, everything is a bit off (like bit right off of the hand(s).
Where can I adjust the placement of the items? Haven't found it yet :O
@@DeBaRe there is an Additive layer for the weapon_r bone in the poses.
You add your mesh as preview mesh and adjust the bone position
@Polygon Hive I would be very happy if I could get in touch with you because I have questions about your dungon poly game
Hey! That project has been on hold for sometime but you can send me an email. You can find my address in the about section of my channel ;)
This.. INSANELY COOL!
Thanks!
Do you think Epic will come up with their own way of doing this also ?
Or it will be pretty much the same thing/approach ?
They said they have some nee layering tools in the pipeline but that's probably very far away
thanks, appreciate your efforts
My pleasure!
Hello there! thanks for sharing this project. I have a problema adding a ragdoll, hitting them makes fly around infinite, I think its something glitching with the game mode, did u try that? any advice? thanks in advance!
Didn't fiddle with ragdoll yet. But may try that for the next update coming with 5.5
Amazing job! Maybe a stupid question, but still. Is this for UE 5.4 exclusively?
Yes motion matching is only fully available since 5.4
Could you please make a tutorial on how one can add a new overlay state to the character without messing anything up. Or is it just like adding an overlay state to ALS?
A cool update will come with 5.5 with some more videos ;) Stay tuned :)
How do I use this package? I need it very urgently (thanks for your help)
Please make more content and updates soon!
There will be an update soon. I am just underwater with our Indie Game releasing soon. Stay tuner and thank you for the support 🙏
@@PolygonHivecan’t wait to see the updates. Also where would we be able to find your games you make that you release?
Great work thank you , but could you help me: I am trying to add a new state( swimming) I managed to modify the pawn bp but In the animation BP I dont really understand how to handle that , could you give me an hint . Thank you
If you're not adding swimming in the Motion Matching itself. You probably need to add it as a state machine in the anim graph and switch from matching to that state machine depending on your state.
will you going to make a punching / fighting system? thks
Not really but I'll make some tutorials later showing how that could be done ;)
How do we blend between the poses? As is it snaps to the new pose instantly without blending so it will be very noticeable switching between poses during gameplay.
Still looking for a solution to that. I'll check how ALS-Refactored did it 👍
Omg..😮 this is super complex and very impressive 😅 i though id try add a new mesh like i managed to do in the original anim sample project but this is a completely different setup, over my head.😂 if you would consider a small tutorial at some point that would be amazing!
Normally it's not that different from the original project to add your own characters but I will be making some tutorials soon 👍
@@PolygonHive it was the same until i got to adding the retargeter name to the anim bp i couldnt find it anywhere lol
That's pretty cool, were you also able to get the sample character working with ai as well?
Thanks! Didn't try AI but there shouldn't be any issue with that. There are some other devs on YT that tried that
@@PolygonHive were they successful? I haven't found any posts about it
This is awesome thank you! also the UE GASP is 6 GB how did you make yours 400mb while adding more content?
I removed the heavy characters, Echo and Twinblast. Those take up a lot of space 😅
can you please do a tutorial on how to add sprinting with this
Sprint in coming in 5.5 update. Once they release it I will update the project 😉
Still kind of new to unreal, how exactly do you implement or add this project after downloading?
It's a standalone project, you can just launch it. If you want to implement in your own project I think Gorka Game has a good tutorial for that :)
You are amazing bro! Are you able to do a tutorial on how to be able to make the guns shoot?
I don't plan to have a full weapon system there, it's supposed to be focused on locomotion and animation but this should work with any existing gun system
do you plan of creating some transitions between the states like blending bones or something like that? I think you didn't do that already because you are using different anim graphs
anyway you did really a good job. Maybe one day epic will hire you as animator :)
Yeah I will look into that. I know ALS-Refactored has something similar so I am planning to take a look there.
But if we use some equip / unequip montages while switching items it wouldn't be needed
Could anyone solve the crouched prompter?
How difficult would it be to implement ledge climbing, narrow path walking etc stealth style feature?
It depends, if you want to do those the old standard way, it should be same as with any locomotion system. With Motion Matching it would require a bit more research.
This video was recommended for me, and help me much, +1 sub. Keep helping the community you´re doing a amazing work!
Thanks buddy! Glad to be of service!
hello i gave a question, how to make your character only using the default animation style, like without rifle and all that stuff
Hey, there is a "Default" overlay which is the one without any overlay pose
@@PolygonHive yes but how to only use this One without giving possibility to use The others
It's amazing!
downloaded today. Am I the only one who has all of the props in a strange orientation. like none of them are held properly. maybe i did something before checking them out. gonna re-download and test.
It's probably happening if you're using another character than the UEFN mannequin. I am still trying to find the right solution for that for the next update :)
I have a question and can really only be asked/answered by me sharing my screen, its about your SM_overlayPose and how to add a state if need be.
Normally it's easy to add an overlay state just by looking at other states. But I will be releasing some tutorials with the 5.5 update once I find solutions to some edge cases.
could you do a more in depth video on how to add your own states
There will be an update to the project with the release of 5.5 and some tutorials with that. I am still trying to find solution to some painpoints.
YOU ARE A CHAMPION!!!!!!!!!!!!!!
Thanks haha 🙏
That's awesome man, thanks you
You're welcome!
while i want all the overlays i need to figure out how and where i can use an inventory or weapon system to change them ...
Add a linked layer to your item in the inventory and when you equip that item, link the corresponding layer as it's done in the sandbox character right now 😉