Lyra's Locomotion System Explained Part 2/9 | Anim Graph Overview | UE5

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  • เผยแพร่เมื่อ 18 ต.ค. 2024

ความคิดเห็น • 25

  • @flymacseamus3474
    @flymacseamus3474 2 ปีที่แล้ว +1

    Fantastic series -- looking over your shoulder as you pick your way through that whole thing makes it much less intimidating, especially when it comes to all those linked ABPs and bound functions

  • @stur734
    @stur734 2 ปีที่แล้ว +1

    Thanks for the video. Haven't seen much on the new animbp which is surprising considering how many updates there have been.

  • @boomwowsion64
    @boomwowsion64 2 ปีที่แล้ว

    Once again, thank you for the detailed walk through and explanation.

  • @AndreyShu
    @AndreyShu 7 หลายเดือนก่อน

    comment bump! great, informative, well structured

  • @misguidedgames6461
    @misguidedgames6461 2 ปีที่แล้ว +1

    Very good overview! Looks like someone is becoming a lyra pro!

  • @michaelmano7261
    @michaelmano7261 ปีที่แล้ว

    Thanks for all the content, appreciate you running through all of this. Just a heads up Alias is pronounced ay·lee·uhs. Hate correcting people but this might help you in future.

  • @mihaiwilson
    @mihaiwilson 2 ปีที่แล้ว +1

    Thanks for doing this, really helpful!

  • @danharris4549
    @danharris4549 2 ปีที่แล้ว

    Making my way through this series and learning lots! Thanks so much for taking the time!!!

  • @boomwowsion64
    @boomwowsion64 2 ปีที่แล้ว +1

    Thank you so much.

  • @importon
    @importon 2 ปีที่แล้ว +1

    These are super helpful. thanks for making these. Will you be making any tutorials on how to mod the Lyra anim system? For example, how would one lower the maximum player speed to 70% for slower paced games? Or adding a walking set of animations for when an analog input stick is used and it's only partially moved?

    • @OutcastDevSchool
      @OutcastDevSchool  2 ปีที่แล้ว +4

      I am planning on creating a tutorial series where I build a Lyra based locomotion system. If you bind the unarmed layer to the shootercore mesh and lower its character movement component's max walk speed you may be able to get the result that you're looking for. Currently, I'm unable to recall whether or not Lyra scales movement input like you are describing, but the code that handles sdding movement i put to the character is contained within the HeroComponent.cpp file. If, like me, you aren't very proficient with cpp, you can create a new character without a herocomponent and recreate its functionality in blueprints. Feel free to reach out in discord with any further questions.

  • @bylerturns
    @bylerturns ปีที่แล้ว

    Great stuff!

  • @altairxiao4676
    @altairxiao4676 4 หลายเดือนก่อน

    additive identity pose refers to the base reference pose that additive animations can be applied to. In this case, the identity pose should be the default A pose.

  • @mr.doctorcaptain1124
    @mr.doctorcaptain1124 ปีที่แล้ว

    Just now discovering this channel. This content is excellent. Why have there been no new uploads in the past 10 months?

  • @aydinh75
    @aydinh75 2 ปีที่แล้ว +1

    Great tutorials! Can you make a tutorial on how the animations on weapons are set up in Lyra?

  • @ARMORHOUS3weplay
    @ARMORHOUS3weplay 2 ปีที่แล้ว

    So, I would like to add dirt, water, mud and snow Niagara ParticleFX for footsteps... I know how to do them in UE4 but Lyra is just built different. Could you do a tutorial to show where I can assign them correctly or point me where to build the blueprint logic from?

  • @playdarkion
    @playdarkion 2 ปีที่แล้ว

    Have you found out what's that additive identity pose node? i couldn't get anything on it online unfortenately..

  • @gonzalomorales1593
    @gonzalomorales1593 2 ปีที่แล้ว

    hello, what a good video, could you please explain how we can give lyra the movements of ALSV4 so that the game has more playability

    • @abludungeonmaster5817
      @abludungeonmaster5817 2 ปีที่แล้ว +6

      If you want to integrate ALSV4 and Lyra, you are for a whale of a time. I've thought about this exact thing, but I don't have all the knowledge I need to actually pull it off. If I were to do it, I'd lean toward updating ALS to make use of Lyra's techniques. But still, this will take a while. Their systems are totally different.
      1. You want to start with the ALSv4 community version. It has everything done in C++. Much more efficient.
      2. Lyra uses multi-threading fun with an update proxy. ALS does not. ALS does everything on the game thread. It will take work to move the logic, and copy data to make ALS work with Lyra's multi-threading system. Notably, ALS's classes query the ALSCharacterAnimInstance, (like in the ALSBaseCharacter.h), so those classes will have to be updated too. I don't know exactly when/how to move the calculations to ensure multi threading works. (Hints of this are in part one of this video series.)
      3. ALS uses an overlay system for items. For example, there is Torch overlay, empty handed overlay, and gun overlay. It works by having a zero frame animation that serves as a base pose, and then it adds the idle breathing and locomotion to this. You can add your own overlay's to ALS, but it takes work. (I did this in my github.com/ZacharyDK/ALSUtilityCombine ) . Lyra uses an abstraction with linked anim layers. (Ex 15:45 ). I have yet to wrap my head around this. Nevertheless, ALS's zero frame basepose has been a clever way to have different states for carrying items, and it is easier to work this. With the zero frame system, all item specifics outside of locomotion are moved to montages that are soft references, and loaded as needed. (ALS uses hard references and loads everything in, but my extension uses soft references to montages on the weapon. It is in the same vain as what Epic did by making it so items can influence what animations are loaded in, and you don't have to load everything at once.) Some of ALS's overlay's would be moved to Epic's system in an idea world, and overlay's like wounded would be kept as is.
      4. ALS has a mantle system; it does use hard references that depend of what overlay state is considered. This would have to condensed into one general mantle montage system or integrated with a linked anim layer that lets something else assign what animation set will be used.
      5. You will have to put ALS and Lyra's calculations side by side to see how each is done. I'd argue ALS's gait system, Rotation mode, and other stuff in ALSStructEnumLibrary should be used. If you wanted to add ALS to Lyra without going completely insane, adding this to Lyra would be a starting point. Then you can figure out the mantle.
      6. You will have to compare ALS's crouch system to Lyra's crouch, ALS turn in place to Lyra's turn in place, and montage replication. Lyra does stuff for first person, while ALS just moves the camera. I don't know how Lyra manages one player seeing a first person montage, while others seeing a third person montage and having hits be handled.
      7. Lyra uses Gameplay abilities system. GAS is complicated. So complicated, that I wrote a stat system that simplifies stat management as an alternative to GAS's attribute system. It doesn't have all the functionality of GAS, but its easier to learn and manage. Point is, you will have to consider how Lyra uses GAS and how that would effect integrating with ALS.
      8. Another option would be to add Lyra's features (like menu's and match making, level design tools. ) to the community version of ALS. I added menu's to ALS using the UINavigation plugin as part of ALSUtilityCombine. Its basic but gets the job done. Not nearly comprehensive enough. This + Some crazy multithreading update to ALS with minimal change to ALS's system would be the most reasonable thing one could ask for. Still would take forever.

    • @tylerclinton3475
      @tylerclinton3475 2 ปีที่แล้ว

      @@abludungeonmaster5817 you make a lot of great points. I agree strongly with point 2. I think the biggest improvement we could currently make to ALS Community would be to make it multithreaded. All that heavy lifting done in calculations being even less of a weight would be huge. I need to look at how Lyra does it to implement it myself

  • @WeirdOne19142
    @WeirdOne19142 ปีที่แล้ว

    Where did you go?

  • @zehnni
    @zehnni 2 ปีที่แล้ว

    ur mic has a slight buzz to it, rly annoying sry

    • @OutcastDevSchool
      @OutcastDevSchool  2 ปีที่แล้ว +4

      Don't be sorry. I didn't hear it when editing, I'll boost the volume when I edit the next one and see if I can get rid of it. Thanks for letting me know!

    • @cho4d
      @cho4d 2 ปีที่แล้ว

      @@OutcastDevSchool There is an ultra high pitched noise for me. Might want to put it through a filter or something to chop of the high frequencies.

    • @OutcastDevSchool
      @OutcastDevSchool  2 ปีที่แล้ว +3

      @@cho4d It should be fixed in the subsequent episodes.