- Видео 29
- Просмотров 384 605
Polygon Hive
Объединенные Арабские Эмираты
Добавлен 27 дек 2020
My name is Anas, and I am a former AAA Technical Director turned Indie Game Developer.
On this channel you will follow along my indie journey, see the projects I am currently working on, and learn how to make games with as we grow together to become tomorrow's awesome indie creators.
Support my work : buymeacoffee.com/PolygonHive
On this channel you will follow along my indie journey, see the projects I am currently working on, and learn how to make games with as we grow together to become tomorrow's awesome indie creators.
Support my work : buymeacoffee.com/PolygonHive
Making ALSV5 - Project Ready - Game Animation Sample Layering
GitHub Project : github.com/PolygonHive/GASP-ALS
Subscribe to not miss the cool upcoming updates to the project ^^
I've finally managed to merge the Game Animation Sample and ALS Layering System. I ported all of ALS Layering Overlays and everything looks great. Now let's make some cool games!
Social Media:
Twitter: anas_tronaut
LinkedIn: linkedin.com/in/anas-el-ferachi
Support my work :
buymeacoffee.com/PolygonHive
Subscribe to not miss the cool upcoming updates to the project ^^
I've finally managed to merge the Game Animation Sample and ALS Layering System. I ported all of ALS Layering Overlays and everything looks great. Now let's make some cool games!
Social Media:
Twitter: anas_tronaut
LinkedIn: linkedin.com/in/anas-el-ferachi
Support my work :
buymeacoffee.com/PolygonHive
Просмотров: 31 763
Видео
Making ALSV5 - Game Animation Sample with ALS Layering System
Просмотров 22 тыс.3 месяца назад
GitHub Project : github.com/PolygonHive/GASP-ALS Subscribe to not miss the cool upcoming updates to the project ^^ Epic released the Game Animation Sample which is a cutting edge Motion Matching Locomotion System but it lacks a Layering System to be used with Equipment and Weapons. So I deciced to extract that system from ALSV4 and add it to the Sample project. Social Media: Twitter: twitter.co...
Our Indie Game Demo Is On Steam - Warden's Will #roguelike #indiegame #indiegamedev
Просмотров 1,1 тыс.3 месяца назад
Warden's Will on Steam: bit.ly/wardens-will-steam It's Steam Next Fest today. And we are releasing our Indie Game Demo for you to try out Warden's Will. We've been working on this Indie Game for over 2 years now and we can't wait for you to try out the Demo. Social Media: Twitter: anas_tronaut LinkedIn: linkedin.com/in/anas-el-ferachi
5 Game Dev Tips if you're Starting in 2024 #gamedevtips #indiegamedev
Просмотров 8 тыс.4 месяца назад
Warden's Will on Steam: bit.ly/wardens-will-steam My 5 Game Dev Tips for 2024 if you're just starting. These are tips I wish I knew when I started started making games 10 years ago. Social Media: Twitter: anas_tronaut LinkedIn: linkedin.com/in/anas-el-ferachi Support my work : buymeacoffee.com/PolygonHive
Warden's Will Gameplay Teaser - Indie Superhero Roguelike
Просмотров 1,5 тыс.6 месяцев назад
Wishlist Warden's Will on Steam: bit.ly/wardens-will-steam You like Indie games and especially Roguelikes. Take a Sneak Peak at our Indie Superhero Action Roguelike Warden's Will. Everything you'll see in this video is pure gameplay, a work in progress and is subject to change. Warden's Will new YT Channel: bit.ly/wardens-will-yt My Social Media: Twitter: anas_tronaut LinkedIn: link...
2 Years Of Superhero Roguelike Dev Progress | Final Solo Devlog
Просмотров 6 тыс.6 месяцев назад
Wishlist Warden's Will on Steam: bit.ly/wardens-will-steam Warden's Will new YT Channel: bit.ly/wardens-will-yt Join me on the journey of rebuilding Warden's Will into an electrifying Superhero Roguelike, powered by Unreal Engine 5 and Lyra! As we dive into the depths of game development, you will witness the trials and triumphs of our newly established indie game studio and the rockstar team b...
Integrating ALS Into My 2 Years Old Project | Warden's Will | Unreal Engine 4
Просмотров 11 тыс.2 года назад
Wishlist Warden's Will on Steam: store.steampowered.com/app/1689640 I spent the last two weeks integrating ALS into my indie roguelike project Wardens Will. ALS is an advanced movement and animations system for Unreal Engine that comes with different movement modes and stances, foot and hand IK and much more. Social Media: Twitter : anas_tronaut LinkedIn: www.linkedin.com/in/anas-el...
My Tips For Designing Your First (big) Game!
Просмотров 3,4 тыс.2 года назад
Wishlist Warden's Will on Steam: store.steampowered.com/app/1689640 - Download Core to create games for FREE at bit.ly/PolygonHive-Core Some tips for designing your first game that I learned while working on big and small games for over 7 years. Social Media: Twitter : anas_tronaut LinkedIn: www.linkedin.com/in/anas-el-ferachi Chapters: 0:00 Introduction 0:36 Core Sponsor 2:15 1 - D...
Remaking my Procedural Dungeons | DEVLOG #4 | Warden's Will | Unreal Engine 4
Просмотров 8 тыс.2 года назад
Remaking my Procedural Dungeons | DEVLOG #4 | Warden's Will | Unreal Engine 4
1 Year Progress on my Action Roguelike Character | DEVLOG #3 | Warden's Will | Unreal Engine 4
Просмотров 21 тыс.2 года назад
1 Year Progress on my Action Roguelike Character | DEVLOG #3 | Warden's Will | Unreal Engine 4
Enemies With Gameplay Abilities | DEVLOG #2 | Warden's Will | Unreal Engine 4
Просмотров 8 тыс.3 года назад
Enemies With Gameplay Abilities | DEVLOG #2 | Warden's Will | Unreal Engine 4
Open Worlds with World Partition | Exploring Unreal Engine 5
Просмотров 11 тыс.3 года назад
Open Worlds with World Partition | Exploring Unreal Engine 5
The Nanite Revolution | Exploring Unreal Engine 5
Просмотров 2,1 тыс.3 года назад
The Nanite Revolution | Exploring Unreal Engine 5
Lumen Lighting From Scratch | Exploring Unreal Engine 5
Просмотров 3,6 тыс.3 года назад
Lumen Lighting From Scratch | Exploring Unreal Engine 5
New Project Setup & UI Overview | Exploring Unreal Engine 5
Просмотров 4,1 тыс.3 года назад
New Project Setup & UI Overview | Exploring Unreal Engine 5
Unreal Engine 5 Is Changing The Game | News & First Look
Просмотров 3 тыс.3 года назад
Unreal Engine 5 Is Changing The Game | News & First Look
My Minimal Home Office & YouTube Studio
Просмотров 1,8 тыс.3 года назад
My Minimal Home Office & RUclips Studio
Good Looking Procedural Generation | DEVLOG #1 | Warden's Will | Unreal Engine 4
Просмотров 76 тыс.3 года назад
Good Looking Procedural Generation | DEVLOG #1 | Warden's Will | Unreal Engine 4
1 Year with the Action RPG Sample | DEVLOG #0 | Wardens Will | Unreal Engine 4
Просмотров 89 тыс.3 года назад
1 Year with the Action RPG Sample | DEVLOG #0 | Wardens Will | Unreal Engine 4
Unreal Engine 4 vs Unity | By a Former AAA Developer
Просмотров 51 тыс.3 года назад
Unreal Engine 4 vs Unity | By a Former AAA Developer
Third Person Character Design | Unreal Engine 4
Просмотров 7 тыс.3 года назад
Third Person Character Design | Unreal Engine 4
Going Full Time Indie Game Developer | Unreal Engine 4
Просмотров 9 тыс.3 года назад
Going Full Time Indie Game Developer | Unreal Engine 4
Hi, this is great! I have a question though, did you retarget ALS to UEFN skeleton? or vice versa? or do you use it's live retargeter? If so how bad is it on the performance?
The poses are retargeted from ALS to UEFN, live retargeter is used from UEFN to other characters 👍
@@PolygonHive Thank you for answering my question. We've discovered that there are no good options to use UEFN 500 animations on characters rigged to UE4 mannequin (we have many) except rerigging them to a UE5 skeleton, cause otherwise we need to retarget UEFN animations to Ue4 Mannequin and that seems like a downshift. And we don't really want to use live retargeter in the game. We are thinking of making a plugin to be able to just swap the skeletons. Currently it's not possible due to skeleton differences. What do you think of that idea? Maybe you could recommend some better solution.
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)
Huuuge respect !!
waiting for the new video to grt released!!!! Cant wait to see some tutorials on it!!!
Hello, where is the stream that you talked about where is Caleb showing how to add stuff?
This is sick! Nice work.
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 ;)
Can i implement in my game and then sell the game in Unreal engine? I have other limitations? That's a great job!
Yes you can 👍
@@PolygonHive but it's amazing, you simplify my life, thanks, I will send you a key for my game when i will release it 😆, thank so much!
Hi, does anyone by any chance know where to find the Input Action files for the prop menu. I´d like to be able to access it with a controller but can´t find where are the files with keybinds. Any help appreciated :D
It's in the the Sandbox_Character directly 😉
@@PolygonHive Huge thx! I'm literally so dumb I looked past it everytime I checked 😅
Can you bring this project to UE4 because my pc cant run UE5
UE4 doesn't have Motion Matching unfortunately. ALSV4 is the best you can get on UE4
@PolygonHive can the animation be extract to UE4
@kojo-walker yes that can easily be done just migrate the sequences to a UE4 project with the UEFN skeleton
@PolygonHive can you do a project on this sequence migration for me
Awesome, congrats!
Thank you! Cheers!
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
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 RUclips 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
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?
非常感谢您的无私,谢谢~
Will this work with AGLS - Jakub W?
Those are very different project. I plan for this to be a locomotion project without any weapons, inventory or anything else.
@@PolygonHive thanks man, amazing work!!
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
What map is this ? I mean it is showing every scale 1m 2m 3m heights
It's the base map that comes with the Game Animation Sample.
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!
Anyone know how to make the feminine animations on by default?
You can just set the feminine overlay state on begin play or posess 👍
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 🙂
May I ask you what's the difference between your gasp-asl and the other guy gasp-dao, you took 1week while he is still programming since 4 months. I'm too noob to understand it
We used different methods to achieve this. I based this project on the original ALS project by the create of GASP. While he went for a custom approach. Both work I just prefer the simplicity of this :)
@@PolygonHive Thank you!
That's impressive project
Will there be any tutorial about the project?
There will be an update with the release of the 5.5 version and hopefully some tutorial once I solve some pain points. I am right now very busy with the release of our Indie Game approaching but I'll try to find some time soon ;)
amazing! love this motion, you're a genius!
Thank you! 😊
Good video. Where can I learn AI for Gas
I haven't found a lot resources for that. But it's not very different from non-gas AI. You just need to setup GAS attributes for you AI and use abilities and effects as if you were using them for player characters.
G SHIT
@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 ;)
I just saw the name of your game on a job posting, and the first video was yours to pop up in my search. I should say, what you said was really inspiring to me, cause I have been feeling overwhelmed with game dev for the past few months. I have been doing game dev on UE for about 3 years now, and I needed someone says things you just said. Thanks. And your game is awesome 🔥
Thank you for the kind words! I am glad I could positively impact you 🙏 Keep the passion and persevere through the hardships ;)
I don't know how to download it from github can anyone help with that?
You can just clone the project using git. you can easily find tutorials on how to do that :)
How have you attached your laptop with your pc? I want to do the say for my workflow
I have a double screen holder and one of them has a vesa metal stand attached instead of a screen. You can search for VESA laptop mount / tray ;)
Wow!
It's amazing!
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.
My kind of Game! AMAZING WORK!
Thank you!
Or you could just follow JakubW project. It's much more advanced than this.
The problem I have with Jakub's project is that it does a lot of things but not perfectly. There are a lot of little bugs that make the project difficult to use as it stands. Despite this, Jakub has done a really good job!
Jacob's work is incredible but it's intended as a kit to develop an adventure game. I want this project to be a locomotion project that could then be plugged with any type of third person game.
Thankss for this amazing project and your efforts. I have a small issue with it tho, when in default pose, the right arm and hand look kinda stiff. what do you what might be the reason? thx!
Thanks mate! The default pose is not using any overlay state normally so it shouldn't be related to the poses.
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.
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.
❤❤❤
thanks, appreciate your efforts
My pleasure!
Bonne continuation
Merci ❤️
Bon courage
Merci 🙏
Bravo
Merci chef 🫡
👍👍👍
👍👍👍
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 🙏
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.
👍👍👍
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