- Видео 25
- Просмотров 132 177
Eternal Monke Games
Добавлен 19 фев 2021
Official channel of Eternal Monke Games. Where we post videos related to our upcoming games and tutorial videos for toolkits such as the DragonIK plugin for Unreal Engine.
DragonIK Physics Driven Weapons - Tutorial
DragonIK Plugin
www.fab.com/listings/d3f8d256-d8d9-4d27-91c1-c61e55e984a6
Github example project
github.com/codehawk64/DragonIK-PhysicsSolverExample
Time code -
(0:00) Explanation
(0:14) Basic Preparation
(03:56) Actual setup starts here
Music by Karl Casey @ White Bat Audio
www.fab.com/listings/d3f8d256-d8d9-4d27-91c1-c61e55e984a6
Github example project
github.com/codehawk64/DragonIK-PhysicsSolverExample
Time code -
(0:00) Explanation
(0:14) Basic Preparation
(03:56) Actual setup starts here
Music by Karl Casey @ White Bat Audio
Просмотров: 8 043
Видео
Aggregator Elevator System - Launch Trailer
Просмотров 511Год назад
Challenge your logic and strategy in new ways in this number-based tile-placement puzzle game! Master a rich system of logical rules where you must arrange blocks within a grid to make all the numbers add up correctly. Try the demo : store.steampowered.com/app/2226610/Aggregator_Elevator_System/
DragonIK Tutorial - Sticky Feets (Automatic Mode)
Просмотров 1,2 тыс.Год назад
This is a DragonIK tutorial which demonstrates the usage of the sticky feet features to procedurally enhance the locomotion animations of your character. This tutorial focuses only on the automatic sticky feet method. DragonIK is available for purchase in the Unreal Marketplace : www.fab.com/listings/d3f8d256-d8d9-4d27-91c1-c61e55e984a6 Github example project : github.com/codehawk64/DragonIK-Ex...
DragonIK Tutorial - Advanced Twist Arm IK Solver
Просмотров 1,5 тыс.Год назад
www.fab.com/listings/d3f8d256-d8d9-4d27-91c1-c61e55e984a6
DragonIK Tutorial - Aim Solver basics on a bipedal character.
Просмотров 1,4 тыс.Год назад
This video quickly explains the core basics on how you can use the aim solver provided by the plugin. Though this video focuses on a bipedal character, the exact same principles apply for any kind of character such as quadruped,spiders,snakes,robots etc. DragonIK is available for purchase in the Unreal Marketplace : www.fab.com/listings/d3f8d256-d8d9-4d27-91c1-c61e55e984a6 Discord server link f...
DragonIK mini tutorial - Is your quadruped IK sinking/rising too much on slopes ?
Просмотров 609Год назад
This is a mini tutorial video that explains short specific scenarios about how to use the plugin. I plan on making more of this type as I think this will help explain to users in a digestible format while making it easier to edit from my end. This video quickly explains the options you can tweak to fix your quadruped from sinking or rising too much during an upslope or downslope. DragonIK is av...
DragonIK VRIK Tutorial - Migrating the VRE-DragonIK Project contents into a fresh VRE project.
Просмотров 1,2 тыс.Год назад
In this video, i'm migrating the full body VR IK related code and assets from the VRE-DragonIK VRIK project into a fresh new VRE project. The VRE-DragonIK example project github.com/codehawk64/VRE-DragonIK-VRIK Fresh VRE example project github.com/mordentral/VRExpPluginExample DragonIK marketplace link www.unrealengine.com/marketplace/en-US/product/dragon-ik-animal-inverse-kinematics
DragonIK Physanim Tutorial - Physical hit reactions from trace hits
Просмотров 8 тыс.2 года назад
A short tutorial purely focused on achieving bullet hit reactions on your characters using the physanim system provided by the DragonIK plugin. This tutorial is made due to popular demand. Time code - (0:00) Demo of final output (0:32) Starting the tutorial creating the gun function (06:42) Integrating the gun hits with physanims to invoke physical reactions (12:14) Finished setup Physanim (sho...
DragonIK Physanim Tutorial part 2 - Advanced in-Depth Explanation
Просмотров 7 тыс.2 года назад
Uses the DragonIK plugin 2.3.8 (Available in UE4.26, UE4.27 and UE5) Timecode : (0:00) Quick recap basic setup requirement (2:34) Getting physanim working on legs explaining best practices on bone setup (6:38) Explaining the auto alpha blending and hit logic (11:50) Explaining the custom parent-child body mapping feature (15:20) Explaining the influence stopping bones array (17:53) Explaining t...
DragonIK Physaim Tutorial - Quick Complete Setup
Просмотров 33 тыс.2 года назад
Physanim (short for physical animation) is a brand new feature added into the DragonIK plugin. It helps devs to bring awesome looking physical animation results easily to their characters, and it serves as a unique alternative to UE's default physical animation system. (The Physanim feature is available for the 4.26, 4.27 and the UE5 versions of the plugin) This feature comes free with the Drag...
DragonIK Physanim Solver for UE4/UE5 (Example project link in description)
Просмотров 2,3 тыс.2 года назад
The DragonIK Physanim, a brand new solver that easily provides physical animations for your character! This is a free feature recently added in DragonIK plugin. Latest plugin version is 2.3.8 and is available for 4.27,5.0 and 5.1. Newer updates are only available for the last 3 engine versions at all times. A new tutorial video is coming soon. Meanwhile, this is a basic example project that hel...
UE5 DragonIK VRIK Template Project (Link in description)
Просмотров 3,4 тыс.2 года назад
This is a modified project built on top of UE5's default VR template project. Character used is Yin from Paragon. Project link : github.com/codehawk64/DragonIK-VRExample-UE5.git Note : The DragonIK plugin should be enabled for this project to work. If you have any questions, you can ping me on my discord channel. Discord : discord.gg/XdBWW2U
DragonIK - Sticky feets tutorial (Manual Method)
Просмотров 2,2 тыс.2 года назад
This is an advanced DragonIK tutorial which demonstrates the usage of the sticky feet features to procedurally enhance the locomotion animations of your character. This tutorial focuses only on the manual sticky feet method. The will be a separate automatic sticky feet tutorial in the future. Link to the starting template solver setting used in the video (The plugin should be installed and enab...
DragonIK Plugin - Showcase Video V2
Просмотров 19 тыс.3 года назад
This is a new revamped video showcasing the features provided by the DragonIK plugin for the Unreal Engine. DragonIK is available for purchase in the Fab Marketplace : www.fab.com/listings/d3f8d256-d8d9-4d27-91c1-c61e55e984a6 Discord server link for support : discord.gg/XdBWW2U Comment below if you wish to ask anything, or ask directly in discord.
3-point VR IK solving using the DragonIK [New Feature]
Просмотров 3,1 тыс.3 года назад
3-point VR IK solving using the DragonIK [New Feature]
UE4 DragonIK Aim/Look solving tutorial - Quadruped
Просмотров 5 тыс.3 года назад
UE4 DragonIK Aim/Look solving tutorial - Quadruped
DragonIK Tutorial - Quadruped foot IK (Lion with a problematic rig)
Просмотров 3,9 тыс.3 года назад
DragonIK Tutorial - Quadruped foot IK (Lion with a problematic rig)
DragonIK Tutorial - Quadruped foot IK (Dog with a good simple rig)
Просмотров 7 тыс.3 года назад
DragonIK Tutorial - Quadruped foot IK (Dog with a good simple rig)
SnakeIK Tutorial - DragonIK Plugin for UE4
Просмотров 1,5 тыс.3 года назад
SnakeIK Tutorial - DragonIK Plugin for UE4
Spider IK tutorial - DragonIK Plugin for Unreal Engine 4.
Просмотров 3 тыс.3 года назад
Spider IK tutorial - DragonIK Plugin for Unreal Engine 4.
DragonIK Biped tutorial - Part 3/3 (Optimizations and collision handling)
Просмотров 2,8 тыс.3 года назад
DragonIK Biped tutorial - Part 3/3 (Optimizations and collision handling)
DragonIK Biped tutorial - Part 2/3 (Fine tuning and optional tweaks)
Просмотров 3,5 тыс.3 года назад
DragonIK Biped tutorial - Part 2/3 (Fine tuning and optional tweaks)
DragonIK Biped tutorial - Part 1/3 (Core basic setup)
Просмотров 8 тыс.3 года назад
DragonIK Biped tutorial - Part 1/3 (Core basic setup)
Using the animation blueprint preset in the DEMO, when I put my hands on my back of head (it looks like being searched by the police), my forearm will twist to the back of my body, which looks weird. Could you teach me how to fix that?
The video and Demo of this component are based on ranged weapons, but when I applied it to melee weapons, it was found that the weapon was not strictly fixed to the hand skeleton, it occasionally left the hand skeleton and swung with the shoulder as a reference point. I want to confirm whether this component is suitable for melee weapons? If so, how do we configure it? thank you!
Hi, yes it is also designed to work with melee weapons. Regarding the weapon going out of range of the arm, can you try giving a larger value to the "linear strength" in the weaponphysics component ? Giving a value like 2500 to the linear strength. The angular strength could be a bit lower to let the weapon rotate when colliding or have the wobble effect, it's something you can tinker until it feels right for you. If cranking up the linear strength isn't enough, you could try slightly reducing the "max arm length percent" from the default 1.0 to a slightly lower value like 0.96. This is to reduce from a 100% arm extension limit to a 96% arm extension limit. If neither approach isn't working, do hit me up in my discord server. I'm always there for support.
@@eternalmonkegames1859 Thanks for the point but I figured out the reason for this is a conflict between the OnHitCallback function been called in the weapon's Onhit event and the WeaponIKComponent. Anyway, I think it would be very helpful if you could share the blueprint of the character(Wearing a red cape) that is playing melee attack animation in the video to the Demo.
@@lima-ld3kv I see. I can try to make a melee example on the project soon. I cannot use the red caped character unfortunately as it's a paid model by the artist named frank's animations. I can instead use a free model and animation from mixamo instead.
@@eternalmonkegames1859 Thank you for your attention. Let me first briefly describe the problem I am currently encountering. I am not sure whether this is a BUG or a deliberate setting: When I set the physanimComponent based physics collisions for the character and specify the weapon mesh body for the WeaponHandlerComponent, after calling GrabWeapon function, the issue happend : if I touch the weapon, the arms will physically swing together correctly, but when I touch the arm, the Arm has physical swing, but there is no physical swing associated with the weapon, it just fixed in the same place. And When I called the PhysanimComponent's OnHitCallback function in the weapon's collision setting instead of calling GrabWeapon (like the sword holding character in the Demo project), this issue didn't exist, but another issue happened: the weapon's OnComponentHit didn't always fire in the right place and right time if the weapon been swing fast. 回覆
Still working?...
Yeah it still works, even better than when this video was made
@@eternalmonkegames1859 Indeed, it makes the work musch easier! I was wondering if this plu-in can also help with turn animations?
@@SKIROW Using a combination of the plugin's features can help with turns. Like using the aim solver to make the quadruped bend towards the turning direction when in locomotion, and optionally using the sticky feet feature of the foot solver to stick the feet to the surface.
@@eternalmonkegames1859 Thank you for your fast awsome. I will try. Thanks again!
оо тоже себе сделаю ха) круто же)
I have T-Rex I want to use with this product. Would I follow this tutorial for that?
@@ethanbergendahl5566 Hi. When it comes to a TRex, the way I set it up is follow this tutorial for the foot solver, but follow the quadruped setup for the spine solver. This way, the trex spine will adjust to the terrain. In the spine solver, you mainly just need to add the leg bone info as well as the arm bone info into the dragon input data. In the foot solver I just add only the leg bones alone in the dragon input data. Hope that makes sense.
@ I think so, mainly just follow the two tutorials and adjust some things. I’ll let you know if I have any further questions, thank you very much!
@@ethanbergendahl5566 Feel free to visit my discord server anytime for realtime support
hi, i dont know why, but with the project Anime Sample Animation from Epic Game, this pluggin dont work well, i mean the skeleton is disordered in game, and also the tip of the toes is instantly redirected to the new actor rotation when the character turns in place, can u try to use this pluggin with that project for be sure it work well, maybe i just didnt use it well
I can help if you can visit my discord server where I do all support request. Maybe sharing a short clip of your result in discord might help me resolve it. Link to my discord - discord.gg/XdBWW2U From your description, I am guessing maybe you might have skipped the step involving caching your pose just before the spine solver, and then connecting a copy of that cached pose into the foot solver's second "optional ref pose" pose link. Not connecting anything there tends to give broken results for the legs.
my bullet hit print is not working? Any ideas how to get it to work?
@@saifchowdhury974 Was the interface added to your character blueprint ?
you S.O.B Where have YOU BEEEN!!!!! ive been looking all over for you!!!!! please tell me this is componentized?
Does this work for 5.4 ? And can you please make a tutorial to set up Dragon IK for VR player
Just installed -and- tested. Excellent plugin.
(noob warning)want to implement with metahuman animation sample, stuck at 3:37 cant find test ref. any help would be apricated.
Please visit my discord server for support. I'm always there.
I wanted to buy this plugin from the unreal engine store, but I can't find your email as I wanted to ask you about the Physical Animation part. How can someone contact you?!
@@shingAMarie Hi, the most common way to contact me is my discord server at discord.gg/XdBWW2U It’s in discord where I also do most of my realtime support You can also optionally contact me via mail at contact@eternalmonke.com
How do you put this on an enemy that reacts only at the location it gets shot
Will you implement something similar to Power IK - Walk : For procedural walk (in some cases like euphoria ragdoll, this can be very useful)
Procedural walk cycles is so far not planned to be added due to their potential complexity. Other new features will be given priority instead.
@@eternalmonkegames1859 Any workaround?, like stumbling/drunk type walk procedural using your system? Could look into the solution PowerIK had with their system and implement something similar with your IK system. I mainly bought your system to replace powerIK but it looks like gonna have to update manually their source code and physics to chaos to just use their system :(
amazing bro so needed. post more very cool stuff
just perfect💥💥
I love this. Prob not good for swords since they're meant for slicing through, but perfect for hammer/morningstar/ any other non sharp object
No sword is slicing through a very thick object, you could implement a trace system to slice or stop based on object thickness.
Similar to a penetration system, but that is project/game specifics.
Nice Plugin!!! Is it possible to touch/take something far away by bending only the upper body?
Thanks. It's possible but I hadn't put up any inbuilt methods to do that. You will have to make the extra blueprint logic for grabbing objects far away. I'm not sure how difficult that will be because I never attempted that scenario.
Love that the grip solver detects the component on the player state!
Does this work in 5.4.1??
hello sir , looking great , i use it in my VR game , but i have an issue getting the twist right , can you please make a tutorial on how to setup the twist for the arms in VR , cuz this method in the video dose not give the same result in vr , the hand seems to look in specific location in the world , please i am in a tight dead line , thanks in advanced
Hi, do you mean your VR character's hands are not following your controller position and rotations ? Come to my discord server, that's where I provide real-time support for everyone.
Do we need to have Physics Asset for this to work?
Yes a well setup physics asset is necessary
looks awesome dude!
Thanks!
Thank you for this tutorial! Should really help with my quadruped characters climbing walls. Best plugin on the UE marketplace by far
Wow this is awesome! 🤩 Thank you so much for keeping Dragon.IK on the bleeding edge of IK and physics! ❤
Thank you for your support!
Glad to see you're still working on this plugin. Thanks for the quality of your work.
Thanks! Glad to know you like it :)
nice work! you think we can implement it with VR hands also? or it will need diff methods? (for full body ik - not vre)
Thanks! You can use the same exact method for VR hand purposes. It’s designed to be simple and easy to use for such scenarios.
Glad to see you are still making great tools!
Always!
where to find this plugin,the dragon?
When my player doing the attacks punches the NPC. the NPC will simulate physics. But the arm/hand of the player will still go through the mesh. How do i make it the punch connect to the actual physics body and not go through the mesh. Like you have it on your other video?
im trying to set up physical animation punch reactions but cant seem to get it right. Can you please give tips on how to do it
How can i set up punching physical reactions like seen in 0:06 . Please help if you can
i wanna set up physical punch animations like you set up on your trailer
Just set up part 2. This tutorial will work for melee combat sphere traces on weapons and fists as well? Going to test it out right now. Thanks for the awesome plugin
How do you calibrate height? It works in the packaged build demo, but in the proejct, there is no code in the Calibrate Height button?
I wonder if something like this can be done in Blender, I'm new to this stuff and I've been trying for week now to find a way to make the forearm to twist like that 0:06 in an IK chain, any tips you can spare?
Hi, I could give some pointers that may help you. Ultimately what you want to do is make the elbow only rotate within a specific axis of the hand. For this, get the direction vector between the elbow and the hand positions. Whenever the hand bone is rotated, rotate the elbow bone strictly within this direction vector.
It is possible to somehow force character to do a step when something pushing it?
is Aim Solver what I would use to have a hand attach to an object? How would I go about having the hand grip the object, would i have to make a custom animation of the the hand grip and have it playing while the arm is being Aim Solved or something like that?
i expected to have out of the box human ik, but if its just a plugin then we have to do the set up which i dont know anything about. a demo map with the plugin would've helped alot so we could just use that instead
Hi, there are actually multiple examples projects available for checking out example setups. The main IK related example project is this one github.com/codehawk64/DragonIK-ExampleProject It has many examples present. If all you need is human ik and your character uses the epic skeleton, then you can just directly copy the IK solvers of the mannequin examples into your own character's animation blueprint. If your character doesn't use the epic skeleton, then you can still copy paste the solvers but just rename the bone inputs alone. Human IK is the easiest to get things working regardless of the skeleton used.
i downloaded it but it isnt for 5.3@@eternalmonkegames1859
Hey ,would this work with ESRPG? this looks great and thinking of buying the asset ,thanks
when you attach a gun to the character's hand, the character goes crazy, waving his hand and arm, as if the animation is looping how do i use this melee? , pls make a tutorial video
veri nice!
Planning to release a tutorial/showcase of the weapon grip ik solver anytime soon? having some trouble figuring out how to use it :/
I’ll make a tutorial for that next 👍 Meanwhile if you haven’t tried the weapon IK examples in the DragonIK physanim example project, do check it out as it can help you. github.com/codehawk64/DragonIK-PhysicsSolverExample
Love it!
could a aimoffsets setup? without look at, just rotate several bones with pitch, yaw
Nice! but i cant get over how silly the dog looks flipping his toes up so far at the start of each step.
Amazing work!but does it support UE5's new default roles
Thanks! This is a kind of solution that will work for any kind of use case, as it's through an animation blueprint solver which you connect into a character's animbp.
Doesn't work unless you turn on simulate physics on the mesh. And if you do that your character rig starts floating in the air..
This example doesn't work. It ask for the plugin and I own it from the marketplace.
Using the plugin and UE5. 2 and VR expansion plugin. My character's elbows don't seem to want to straight out. Also when I turn my head, it turns my whole body.