[CustomMovement] How to adjust the step height of ladder animation with AnimationSynchronizer

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  • เผยแพร่เมื่อ 18 ธ.ค. 2024

ความคิดเห็น • 21

  • @ElitUtik
    @ElitUtik 2 ปีที่แล้ว

    Hello my friend, how can I start animations whenever I want instead of axis event or begin overlap?

  • @Yaya_XIII
    @Yaya_XIII ปีที่แล้ว

    Hello, Animation Synchronizer plugin isn't available on UE 5, do you have an alternative ?

    • @이주식-r5r
      @이주식-r5r  ปีที่แล้ว

      AnimationSynchronizer is available in UE5.0, 5.1.
      If you are using the UE5.2 preview version, the plugin will be available after the official release.
      Thank you.

  • @SilverArrowFilms
    @SilverArrowFilms 3 ปีที่แล้ว

    Please I need help. I'm trying to integrate this to a side scroller game. I can't seem to make the exit animations work. Climbing animation is fine as well as the entering the ladder but they don't do the exit animations. Please help!

    • @이주식-r5r
      @이주식-r5r  3 ปีที่แล้ว

      Can you contact me at uouogu@hotmail.com?
      Thank you.

  • @x0g_6s
    @x0g_6s 3 ปีที่แล้ว

    이런 모션들은 어디서 만드신건가요?

    • @이주식-r5r
      @이주식-r5r  3 ปีที่แล้ว

      이 동영상의 애니메이션은 Modo Indie 10 이란 제품으로 만들었습니다. 하지만 다른 3D 툴과 다른 특별한 기능을 쓴 것은 아닙니다.
      다른 동영상들의 모션캡처 애니메이션들은 Mixamo 에서 다운 받은 것입니다.

  • @scottbez6872
    @scottbez6872 4 ปีที่แล้ว

    is there anyway of speeding the whole thing up, the character seems slow when climbing etc, great tutorials

    • @이주식-r5r
      @이주식-r5r  4 ปีที่แล้ว +1

      The movement speed on the ladder can be adjusted by changing the LadderMoveSpeed of BP_CustomMovementComponent.
      Climbing movement speed is determined by two variables:
      These are the 'MovingNextHoldTimeline_PlayRate' and 'MovingNextHoldTimeline_TransitionLocation' curve variables in BP_CustomMovementComponent.
      The MovingNextHoldTimeline_PlayRate value is set according to the distance between climbing hold. The closer the next hold is, the faster the timeline plays, allowing the character to move faster.
      The MovingNextHoldTimeline_TransitionLocation curve represents the character's position between Holds over time. 0 is the position of the previous hold and 1 is the position of the next hold. The value changes from 0 to 1 over time, moving the character from the previous hold to the next hold. You can modify this curve to change how the character moves.
      Thank you.

    • @scottbez6872
      @scottbez6872 4 ปีที่แล้ว

      ​@@이주식-r5r is there away of adjusting the speed at the start and finish? i.e. when the character gets on/off the ladder, seems a bit slow to me.

    • @이주식-r5r
      @이주식-r5r  4 ปีที่แล้ว +1

      @@scottbez6872 CustomMovement plays montage animation on entry and exit.
      You can see it in the CustomMovement \ Characters \ Montages folder.
      You can change the playback speed by modifying the RateScale value of the montage animation.
      Thank you.

    • @scottbez6872
      @scottbez6872 4 ปีที่แล้ว

      @@이주식-r5r thanks man

  • @KrmaStudios1
    @KrmaStudios1 4 ปีที่แล้ว

    Please show us how to merger custom movement with ALS V4

    • @이주식-r5r
      @이주식-r5r  4 ปีที่แล้ว +1

      Sorry.
      In order to make a tutorial, I have to analyze ALS V4.
      However, I cannot spend time analyzing ALS V4 because I have to do other work.

    • @KrmaStudios1
      @KrmaStudios1 4 ปีที่แล้ว

      @@이주식-r5r Thank you anyway please try when you can :)

  • @bradleymcwilliams3139
    @bradleymcwilliams3139 4 ปีที่แล้ว

    Would it be simple to convert this from third person to first person?

    • @이주식-r5r
      @이주식-r5r  4 ปีที่แล้ว

      CustomMovement works regardless of the camera's viewpoint.
      However, during the CustomMovement, the character's rotation is fixed to the ladder.
      Therefore, in the first person, the viewpoint of the camera is fixed, so the player may feel uncomfortable.
      I recommend switching to the third person in OnStartCustomMovement event and return to the first person back in OnEndCustomMovement event.
      Thank you.

    • @이주식-r5r
      @이주식-r5r  3 ปีที่แล้ว

      @DemonKilla Videos As I wrote in the previous comment, CustomMovement works regardless of the camera's point of view.
      CustomMovement has no effect on the camera.
      Just because the character's rotation on the ladder is fixed, the camera's point of view is also fixed.
      If you can handle the discomfort caused by a fixed point of view, you can use a first-person view.
      Thank you.

  • @stefanoconventi4800
    @stefanoconventi4800 3 ปีที่แล้ว

    Hello, first of all thank you for this cool system very usefull for learning.
    I wanted to ask if you still support this, and if yes, would you consider to help me out on the creation of a new zone hole? I was trying to make elongated zone holds for the climbing, where in the regular holds, you jump from one to another, in this elongated you move left and right like when hanging from a ledge, and also able to jump onto nearby far and close holds. I've been trying a bounch of things but not there yet and having a hard time.
    bye thank you.

    • @이주식-r5r
      @이주식-r5r  3 ปีที่แล้ว

      I'm really sorry.
      I'm currently concentrating on making a game.
      And in the process, I am trying to improve RootMotionGuide.
      Unfortunately, adding a new Zone to a CustomMovement is very difficult for me because it takes so much time and effort.
      I'm sorry I couldn't help you.

    • @stefanoconventi4800
      @stefanoconventi4800 3 ปีที่แล้ว

      it's alright I understand, good luck for your project.