UE4 - Advanced Locomotion System V2 - Features

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  • Опубликовано: 1 июн 2017
  • This is an update video for the Advanced Locomotion System on the UE4 Marketplace.
    The system has received some major 'back end' changes, and now should be easier to use and work with.
    Store Page - www.unrealengine.com/marketpl...
    Original video - • UE4 - Advanced Locomot...
    Music by Mokhov - / lush-embrace
  • ИгрыИгры

Комментарии • 281

  • @LongmireLocomotion
    @LongmireLocomotion  7 лет назад +24

    A project update with documentation has now been released.

    • @PretendoDirects
      @PretendoDirects 7 лет назад +2

      Is there any way you can do a tutorial on how to integrate this Locomotion system with Dapper Raptors Survival Game Template? i've been trying to do it since V1 with the pack, even V2, and still no luck. Would be amazing if you can create a short tutorial on it :(

    • @smackbikeNZ
      @smackbikeNZ 7 лет назад

      Where is the documentation? Just looked through the project and can't find it.

    • @LongmireLocomotion
      @LongmireLocomotion  7 лет назад

      There is a link provided in the BPs, and a documentation actor in the level.

    • @smackbikeNZ
      @smackbikeNZ 7 лет назад +1

      Ah.. gotcha, thanks. I assumed it was in the content folders.

    • @LongmireLocomotion
      @LongmireLocomotion  7 лет назад

      I did it this way this time so I can more easily update the documentation and add to it as time goes on.

  • @Yensnor
    @Yensnor 2 года назад +2

    Imagine making such a great system, and then just put it out there for free, absolute legend.

  • @artistcaleb
    @artistcaleb 7 лет назад +16

    It's not even July yet but it feels like Christmas, this is so completely awesome!

  • @enragedgamersco
    @enragedgamersco 7 лет назад +2

    What a great update! This is such a high quality asset, I look forward to more updates and assets from you.

  • @projectfoxonline3181
    @projectfoxonline3181 7 лет назад

    Excellent work, already purchased V1 and excited to update to V2. Thank you so much for your continued support, looking forward to V3!

  • @Beyond-Studios
    @Beyond-Studios 7 лет назад +14

    This is incredible!! I already built on the old system a lot, but I don't even care that I have to start from scratch on top of this one because it is so great!

    • @LongmireLocomotion
      @LongmireLocomotion  7 лет назад +7

      Yeah If you've already built on the old one and understand how it works, this one should be much easier. Let me know what you think of the new system, and how easy it is to work with. Id love some feedback.

  • @MiguelGuzmanIsAwesome
    @MiguelGuzmanIsAwesome 6 лет назад

    That looks amazong. I hope you had fun working on this masterpiece.

  • @johnbelusar1239
    @johnbelusar1239 7 лет назад +2

    Earlier i had commented that i had gotten errors when i download ALSV2. After emailing the support link i was guided on how to fix the issue. 10/10 support and an amazing Project. I HIGHLY recommend getting this. Thank you LongmireLocomotion

  • @tuazulyrojoeljean
    @tuazulyrojoeljean 4 года назад

    Very nice work, man. Congratz!

  • @freshbart
    @freshbart 7 лет назад +2

    simply amazing and a fair price, you're just helping developers man :)

  • @reubs
    @reubs 7 лет назад

    Using sphere traces to predict jump times is seriously cool, absolutely love that feature. I'll definitely look into picking this up :)

  • @tiagobinz9186
    @tiagobinz9186 7 лет назад

    Even more awesome! Keep up the good work bro!

  • @Kunani
    @Kunani 7 лет назад +5

    I was watching and thinking if he added foot IK I'm buying it. Amazing job thank you :)

  • @FlynTie
    @FlynTie 7 лет назад

    Such an outstanding and sophisticated system!

  • @Robahue
    @Robahue 7 лет назад

    I really love your work. The best of the best. :)

  • @soupisyummy5533
    @soupisyummy5533 5 лет назад

    The realistic ragdoll is so satisfying

  • @phantasywavestudios
    @phantasywavestudios 2 года назад

    This one feels have better animations than the recent projects even that the logic is better than V2 animations seems like V2 is beating every other Version you launched well done

  • @LongmireLocomotion
    @LongmireLocomotion  7 лет назад +16

    Sorry for the long wait! Its been a busy few months for me. After completely remaking the system a couple of times, I was finally able to get something I was satisfied with, so hopefully you find it as an improvement as well.
    Unfortunately, due to a time restriction (I'm away from home all summer) I was unable to include full documentation with this update. I will be working on it when I can, and then I will include it some time in the future. Fortunately the graphs are clean and nicely laid out, so it should be easy to understand (If you have some BP experience). I'm sorry if this causes any inconvenience.

    • @AllucardA10
      @AllucardA10 7 лет назад +1

      Any chance of a tutorial on how to apply your system to a character? I loved the previous version, but never quite understood it and really want to implement this in a game I'm working on

    • @codiez5625
      @codiez5625 7 лет назад

      I too am looking for a tutorial of integrating this into another project. I am pretty good at bringing in custom components etc however due to the movement and anim of this system it looks daunting

    • @suicidalbanananana
      @suicidalbanananana 7 лет назад

      Thanks for the update man, great bunch of tweaks and improvements, loving it!

  • @NCSThePunisher
    @NCSThePunisher 7 лет назад

    Cool work

  • @warsaho
    @warsaho 4 года назад

    It looks so realistic. I like this animations

  • @MaximilianMitchell
    @MaximilianMitchell 7 лет назад

    Thank you for the update!!!!!

  • @IncendioSoftware
    @IncendioSoftware 7 лет назад

    an excellent upgrade!

  • @a27killer27a
    @a27killer27a 6 лет назад

    amazing dude

  • @deepelements
    @deepelements 7 лет назад +6

    Man you've done a beautiful job with this, great work. With the quality of your work i think you should make a climbing system :)

    • @LongmireLocomotion
      @LongmireLocomotion  7 лет назад +5

      Its something Id love to learn how to do. I have to take things slow, and experiment a lot, as I don't have much experience yet, so I cant guarantee anything right now, but its definitely somewhere on my radar.

    • @chrisbushell3714
      @chrisbushell3714 7 лет назад +1

      I would love and pay to see a climbing system from you :)

    • @TheShadowstalons
      @TheShadowstalons 7 лет назад

      Definitely agree, a climbing system where you designate regions to allow a player to climb with the fluidity of your systems already would be nothing short of incredible.

    • @LongmireLocomotion
      @LongmireLocomotion  7 лет назад

      If I were to make a climbing system, I would most likely go with a dynamic approach, similar to that of the indie game 'Overgrowth'. I'm also looking into a vaulting system similar to battlefield 1, but haven't gotten too far yet.

    • @TheShadowstalons
      @TheShadowstalons 7 лет назад

      Love the vaulting system idea, but I'd be bummed if it was only like Overgrowth's climbing system. That would only fit stylistically a very small amount of games/genres. Being able to scale surfaces like Breath of the Wild or Shadow of the Colossus I could see being more useful across the board, just my opinion though :) Keep up the great work!

  • @iBENiceMan
    @iBENiceMan 7 лет назад

    You've made life easier thanks

  • @The12MT
    @The12MT 7 лет назад +7

    i would love to have a quick migration tutorial. Maybe for a custom character.

  • @toanthanh1587
    @toanthanh1587 7 лет назад

    Very Cool man !!!

  • @showcase0525
    @showcase0525 7 лет назад

    Wow. This is nice.

  • @loading...7583
    @loading...7583 6 лет назад

    wow amazing job! if i didnt have my own system i would have bought this.

  • @chrisbushell3714
    @chrisbushell3714 7 лет назад

    You sir, are a god. Very impressed. Can't wait until payday! :)

  • @ke9n
    @ke9n 6 лет назад

    Looks very nice! The movement gives me a GTA5-inspired vibe

  • @TheLastSummerRain
    @TheLastSummerRain 4 года назад

    Love it, and just subbed... Umm do you think you could add breakable body parts to base model that you use with your addon?

  • @WhiteNorthStar1
    @WhiteNorthStar1 6 лет назад

    very good stuff... I'd be wildly interested in buying a parkour/climbing package from you :)

  • @bfoster68
    @bfoster68 6 лет назад

    Any plans for a future crouching animation? if not i will implement my own. You have done a really nice job on this asset. Bravo!!

  • @kobunix
    @kobunix 6 лет назад

    I just buy it, so perfect for my project.

  • @mrknightlight1705
    @mrknightlight1705 7 лет назад

    im still wondering if there will be demos of this cuz this is awsome

  • @ezni1520
    @ezni1520 5 лет назад

    很棒!

  • @catlightst
    @catlightst 7 лет назад

    Love it.
    Currently it feels like the FPS will dramatically affect the sensitivity (feels like)
    so if you have a lot of details that reduce FPS on one side and less on the other side and try to turn around with the mouse or a controller at a constant rate it will go faster/skipping over part of the detailed area. (much less so with a controller, it really depends on the FPS fluctuation )
    Hopefully that's something that could be improved upon?

  • @OlehBezsonov
    @OlehBezsonov 7 лет назад

    God bless you my child!)))))

  • @schumirc2
    @schumirc2 7 лет назад

    Very good even this product, on the double jump have possibility to implement this?

  • @DesignsbyElement
    @DesignsbyElement 7 лет назад

    I purchased recently.. I love how everything moves, but how can I add animations from other purchases. Like how do I add my animations to pick up and aim objects?

  • @Mew-mu6ev
    @Mew-mu6ev 7 лет назад +3

    Can you please make a in depth tutorial on this

  • @lukavekichannel
    @lukavekichannel 6 лет назад

    Amazing asset i already inserted my animation but cant make it perfect with custom state example when in combart animation when i have a weapon in hand the arm is getting off the weapon when rotating ??? how i can fix that

  • @DaroxxFR
    @DaroxxFR 7 лет назад +19

    Is it possible to have a tuto video about adding it to a new custom character with custom animations please ?

    • @scorpneo9433
      @scorpneo9433 6 лет назад

      have they made a tutorial yet?

    • @joshuaknight6551
      @joshuaknight6551 5 лет назад

      @@scorpneo9433 not that I've found

    • @Juice-qw5dt
      @Juice-qw5dt 5 лет назад

      Le Saint Correcteur it’s not that hard...

    • @allen0386
      @allen0386 4 года назад

      @@Juice-qw5dt do you recommend any videos on how to change it and change animations in the system?

  • @andrebif6979
    @andrebif6979 7 лет назад +6

    Awesome one! What other systems can you make?

  • @Velor5
    @Velor5 6 лет назад

    This is hot

  • @kacperpacocha8758
    @kacperpacocha8758 7 лет назад +5

    CAN YOU ADD A TUTORIAL HOW TO USE IT

  • @jeanleon3537
    @jeanleon3537 6 лет назад

    Man this looks like uncharted 4
    Great job

  • @DancesofDragons
    @DancesofDragons 7 лет назад

    This is pretty cool. I have been looking at this for a while now... I was wondering, can the speed of the movement forward backward right strafe left strafe be attached to a player stat like agility or such so as to have faster or slower movement based on the stat ?

  • @ArtofTonyPommells
    @ArtofTonyPommells 6 лет назад

    I'm thinking about using this for a tps, would I be able to integrate this with shooter animations as well? I'm pretty new at blueprints but, I'm good with animation though. So not entirely sure.

  • @andremrt2
    @andremrt2 6 лет назад

    Looks awesome, im really tempted to buy it. I'm just wondering how well does it work with AnimDynamics? Since the default character is really stiff it's hard to tell how it would work with moving parts like hair or breasts.

  • @timurgutiev1911
    @timurgutiev1911 6 лет назад

    This is just wonderfull. Can you add crouch animation?

  • @PreciseAce
    @PreciseAce 7 лет назад +1

    Thanks so much, maybe when you get the chance you could show how to blend this with Kubolds anim pack?

    • @LongmireLocomotion
      @LongmireLocomotion  7 лет назад +4

      I might be able to record a tutorial...not sure when though

    • @PreciseAce
      @PreciseAce 7 лет назад

      alright man, thanks a lot!

  • @allen0386
    @allen0386 4 года назад

    Is there a way to change the mannequin into another model? Also is there a way to add the animations from mixamo to this route?

  • @openrch
    @openrch 6 лет назад

    I bought your package and it's great, but I don't know how to add my animations (weapon in hand animation). Could you please help me to achieve that.

  • @genkichan5653
    @genkichan5653 7 лет назад

    How do you add Custom animations? I need to know how you add new animations to this locomotion.

  • @andreabigatti3408
    @andreabigatti3408 7 лет назад

    I think I love you.

  • @WhiteNorthStar1
    @WhiteNorthStar1 7 лет назад

    Great product.. well structured... but needs documentation/video on adding a custom character (I tried, it's not obvious)

    • @LongmireLocomotion
      @LongmireLocomotion  7 лет назад

      Just quit my job so i should have more time. Id like to put together a tutorial series but I'm bad with videos, so we'll see what happens.

  • @mustafabol1706
    @mustafabol1706 6 лет назад

    Hi. How can i delete all camera switch? I want only number 2. And i want to make this main state.

  • @ToshaCheiz
    @ToshaCheiz 6 лет назад

    Hello!
    Tell me please can you make my 2 characters into the project ALS v2? And how much will it be? Skeleton \\ Bones \\ Weight, etc. That there would be no bugs, and everything worked fine without distorting the characters.

  • @pencilgun4934
    @pencilgun4934 6 лет назад

    So by looking at this it seems possible to have the follow camera rotate around the character while you can adjust the character's direction of walking or jogging AND you can have the character strafe and walk backwards. All the tutorials I see you have to turn the rotation of the follow camera OFF around the character if you want him to strafe or walk backwards. Very curious how you se that up if you can share :-)

    • @pencilgun4934
      @pencilgun4934 6 лет назад

      Problem then is you are stuck seeing the back of the character through the whole game.

  • @hanshasntshoweredsince8590
    @hanshasntshoweredsince8590 7 лет назад

    When I tried it out, the ragdoll glitched on the hills when I activated it there.. Other than that, it's great.

  • @davidchance4512
    @davidchance4512 7 лет назад

    Just wondering, does this only work with the default skeleton, or can you use different skeletons (with slight ajustments for ik and stuff)?
    This looks REALLY good, btw!

    • @LongmireLocomotion
      @LongmireLocomotion  7 лет назад

      This can work for any skeleton you want, but might require additional adjustments like you said. The system is basically just a bunch of logic that determines which animations should be playing and when, so it doesn't matter what skeleton or animations you use.

  • @jonathanxdoe
    @jonathanxdoe 6 лет назад +1

    I would pay way more to have a tutorial on how you did it...

  • @highflex370
    @highflex370 7 лет назад

    Amazing Update :), did you have any trouble when replicating turn in place causing jitter over network? I currently run a custom solution based on your v1 code written in c++ but when playing with multipile clients there is a noticeable jitter when counter-rotating the root to keep it in place until the threshold is reached. Going to check out this update very soon :)

    • @LongmireLocomotion
      @LongmireLocomotion  7 лет назад

      No, not really. I also don't rotate the root bone anymore, instead I rotate the mesh from the AnimBP. I had experienced jittering initially, but that went away after I changed how rotation is handled. Let me know if you run into any issues.

  • @azizkurtariciniz
    @azizkurtariciniz 7 лет назад

    i am using Mixamo skeleton. So it would be a problem?

  • @navjotkamboj5
    @navjotkamboj5 7 лет назад

    How do I change the character mesh in AnimBP

  • @MobMessenjah
    @MobMessenjah 7 лет назад

    Nice work! I'm pretty new so BP's don't come easy yet. I'm trying to understand the logic behind them and trying to go through the starter tutorials. What skeletons does this work with? Are there any tutorials you would specifically recommend to help a new user understand the logic behind blueprints a bit better. It would be great if, when you do make some documentation, you could actually make a video where you explain the logic behind all of the graphs.

    • @LongmireLocomotion
      @LongmireLocomotion  7 лет назад

      ruclips.net/user/UnrealDevelopmentKitplaylists?sort=dd&view=50&shelf_id=17

    • @MobMessenjah
      @MobMessenjah 7 лет назад

      lol, actually that is everything I have been looking through so far. Was hoping you had something more specific to explaining how blueprint logic works in general. But I'm sure I will figure it over time anyway. Blueprints are just a little unnerving since I am more familiar with looking through programming logic via a script/programming editor.

    • @LongmireLocomotion
      @LongmireLocomotion  7 лет назад

      Well Blueprints are essentially just visual scripting. The logic is the same as traditional code. I'm not actually even a programmer, so I cant exactly explain everything, since I just don't know. Everything Ive done is from a lot of experimenting, and just figuring things out as I go along. I watched a lot of those starter tutorials, and just went from there.

    • @MobMessenjah
      @MobMessenjah 7 лет назад

      Understood. I guess the best thing is to just keep trying until I get it down.
      I do have a more specific question however, how do the fall/get-up animations look when in first person? I'm looking to create a horror game but I need the player to be able to carry a working flashlight. How difficult would it be to make an animation/blueprint that would also allow a flashlight to be carried and the player to be able to move the flashlight around in the direction that they are looking? This would be a great add-on to include. Maybe even a separate download. I would be willing to pay a little extra for that as an add-on if you are interested.
      Otherwise, I may have to stick to first person animations to get the flashlight to work properly, as I am not advanced enough as an animator yet.
      I would rather use this set for both realism, and to allow for things such as the player tripping and dropping the flashlight when running. This would give them the choice to either frantically search for it while they are being chased, or flee and be forced to try and come back later for it.

  • @camushushuaia
    @camushushuaia 6 лет назад

    Is the system Network Replicable? and its Blueprints or c++ ? I need to integrate with a multiplayer fps i'm making in c++

  • @decilgang
    @decilgang 7 лет назад

    Curious to know how you go the Camera to smoothly change between fp and 3rd person. When I've tried doing this (by changing the arm length on the camera boom) it's just looked really wonky. Also, do you plan on adding more animations?

    • @LongmireLocomotion
      @LongmireLocomotion  7 лет назад

      I actually use two cameras, and then activate / deactivate them. One is a standard third person camera, and the other is parented to the head bone of the character. They both use the control rotation.

  • @earlygamer3590
    @earlygamer3590 7 лет назад

    Any chance of a tutorial on how to apply your system to a different project?

    • @LongmireLocomotion
      @LongmireLocomotion  7 лет назад

      Its possible, though I have to finish the documentation and get that released first.

  • @Clazzid
    @Clazzid 7 лет назад

    Hello, awesome work on the V2, i have one question before buying, have you thought of any way to keep the hands on camera for your true first person? for example when holding a weapon, i am currently using ikinema, but i cant seem to get rid of some wierd bumping and jittering when the character moves. Let me know if you have thought of anything, that is the one thing i am struggling the most in my true first person implementation. Thanks

    • @LongmireLocomotion
      @LongmireLocomotion  7 лет назад

      Well, that can be a pretty tricky thing to get right. Obviously most games have a dedicated skeleton fixed to the camera for first person animations, so its not an issue. I don't really have one solution in mind that can fix all of your problems, as there are many ways to go about doing it. One way would be to carefully make all of your animations and aim offsets to work well in true FP, but that might not be an option for you. Unfortunately I don't have any experience with Ikinema, so I cant really provide any insight on that. What kind of weird bumping and jittering are you talking about? Can you describe it a bit more?

    • @Clazzid
      @Clazzid 7 лет назад

      Yea its pretty tricky, I currently have some ik hand locators parented to the camera, and I have full weight on the ik solvers for the hands, but for some reason i cant get the hands to remain 100% on the position of those locators, i have also tried using some ik bones, like the ones that are attached to the root of the default ue4 character, and i can animate those positions in the animation itself, but when the character moves around, using the fullbody ik solver from ikinema, i cant seem to get a 100% weight on the hands, and causes weird movement, I had this issue solved in Unity, by using separate solvers, a spline solver to bend the head and chest to match the control rotation, and 2 separate limb solvers for the hands, which worked wonderfully, but ikinema is a fullbody ik solver only. I'm thinking that using your post process ik for the feet, might help there since ikinema's foot solver is propagating to much movement all the way up the solver. but its something ill have to experiment with, anyways thanks for the reply, i have been trying to get this working for a while now. I'll probably buy your asset anyways, since it runs so smooth, but a proper weapon setup included for your first person would go long ways in terms of sales, but i know it is not an easy task, there are only a few games that have managed it, like Arma and Dayz, Riddick games, etc

  • @shiweidu2675
    @shiweidu2675 6 лет назад

    Your work is perfect. Btw, I look through your graph in the editor, but I couldn't find where you set up your IK in you anim Graph, could you tell me where to find it?

    • @LongmireLocomotion
      @LongmireLocomotion  6 лет назад

      Thanks! Its located in a separate AnimBP that gets applied every instance of the skeletal mesh. You can find it in the same folder as the skeletal mesh.

    • @shiweidu2675
      @shiweidu2675 6 лет назад

      Thanks for the reply, I saw that animBp and I am curious where did you make that AnimBp works as post process for every instance of skeletal mesh?

    • @LongmireLocomotion
      @LongmireLocomotion  6 лет назад

      If you open the skeletal mesh asset you can find a section for it in the details panel.

  • @tylerclark7787
    @tylerclark7787 6 лет назад

    +LongmireLocomotion I know you aren't a fan of hand holding (I have read all of the comments on the epic games forum as well as the marketplace) but I am hoping you can at least clue me in to how to fix this minor problem. How do I get root motion animations to play without the character falling oversideways or in some random direction. I will continue to experiment in the meantime!

  • @_wolf_gang_
    @_wolf_gang_ 7 лет назад

    UGH I dont have UE4 and no clue if I should ditch Unity, I have just started and I am kind of getting where I need to??? in Unity but TFP is a big issue so having something like this on there would be amazing even if it does take a lot of work otherwise I guess I would have to switch engines T_T

  • @SoftYoda
    @SoftYoda 7 лет назад +1

    I have a question, i would like to create an animal character (with 4 foot) is it possible to use your plugin and only change skeleton? or it won't work?

    • @LongmireLocomotion
      @LongmireLocomotion  7 лет назад

      So, technically yes its possible, but the system was designed mostly for bipedal characters. It really all depends on your planned usage for it. Its also not a plugin, or even a plug and play system. It will still require additional work to get all the animations hooked up for a different character. It might not be the best decision if you only plan to use it for animals.

    • @SoftYoda
      @SoftYoda 7 лет назад

      And what should I change to make it with animal ? I can create all animation for forward, left, run, getup... But I don't Know what should I change in blueprint to make it work , do you think it Worth the 60$ if I only use it with animals ? Will they be an update where we could implement the skeleton we want ?

  • @pencilgun4934
    @pencilgun4934 6 лет назад

    Will this work with any skeleton? I built my character in Blender.

  • @Juju-ff5ce
    @Juju-ff5ce 6 лет назад

    How did u do the jumping

  • @steadystefano
    @steadystefano 7 лет назад

    Hello another questions I implementing a weapon system over your locomotion, the issue is that when the character is in pistols mode, and the socket of the hand for the weapon has rotation value, that IK foot has jittering movement.

    • @LongmireLocomotion
      @LongmireLocomotion  7 лет назад

      Could you email me some screenshots or a video?

    • @steadystefano
      @steadystefano 7 лет назад

      ok ill send you a video. and when I am reimporting the skeleton the ik foot is being disabled, whats your email?

    • @steadystefano
      @steadystefano 7 лет назад

      ruclips.net/video/wVBBWleMexY/видео.html

  • @jonislayer
    @jonislayer 6 лет назад

    Hello, when I change the bp player mesh, IK system doesn't work, someone can help me please ?

    • @LongmireLocomotion
      @LongmireLocomotion  6 лет назад +1

      The IK system is located in a separate Post Process anim bp and needs to be assigned to each mesh.

  • @ChimeraProd
    @ChimeraProd 7 лет назад

    Would it be complicated to use this system with a completely different skeleton ? Without retargeting or anything, just a completely different character. Would I some how still be able to use the curve data and everything if I copy the blueprints?

    • @LongmireLocomotion
      @LongmireLocomotion  7 лет назад

      Yup, definitely possible.There is an empty AnimBP with no animation references in a folder which can be "re-targeted" onto a different skeleton to keep the logic.

  • @pencilgun4934
    @pencilgun4934 6 лет назад

    I am very curious about one thing. A little detail that really bugs me :-) If your character is standing with its back towards the follow camera how do you decide between strafing to the side or turning and walking to the side facing the direction you are walking in? This issue is a little blurry for me :-) Do you mind telling us?

  • @SubzeroBlack68
    @SubzeroBlack68 6 лет назад

    So new to UE4 (coming from Unity),and purchased your Locomotion System. I know you said this isnt a begginer package but the Cyber Sale was just to good to pass up on a few things lol... Anyways what are your suggestions of videos to watch for learning to add new animations and interactions (already have lots of animations of my own)... I know I know, I can go to the UE4 channel and learn there. But Id like to know your suggestions in particular since they have hundreds most likely. PLEASE AND THANK YOU!

    • @LongmireLocomotion
      @LongmireLocomotion  6 лет назад

      So if you are focusing on animation, I would start with the 3rd person game tutorial on Unreal's channel. Its old but its a great way to learn the basics of how animations work in UE4 (warning: its a bit more complicated than Unity :D) - ruclips.net/video/hRO82u1phyw/видео.html
      Honestly, I learned most of what I know from the UE4 channel lol. I started there and then just did my own stuff through trial and error. If I ever had a specific question or problem I needed resolved, I searched the forums and answer-hub to see if anyone else had the same question I did. There are also many random tutorials on youtube that teach specific things, and I'd occasionally watch some and see If I could learn anything new from them.

    • @SubzeroBlack68
      @SubzeroBlack68 6 лет назад

      Thanks for the reply and help, and yeah I figured that would be the best route and its reassuring to get that confirmation. Also thanks for the link. definitely a good place to start

  • @joshuaknight6551
    @joshuaknight6551 5 лет назад +1

    😫
    I need tutorials this is so much more complicated than I thought.
    Have animations and stuff I want to add and using weapons....grr

  • @misguidedgames6461
    @misguidedgames6461 7 лет назад

    Hey Longmire...do you think you could help me better understand how to get the post_process animbp to work? I did a sub_graph node, however, nothing works whenever I test it. Even if I add a print string into the update anim event, it doesn't even show up when I test from the map (it does work if I test it from the post process animbp itself). If I add a print string in your post process animbp, it shows up regardless if I test it from the map or from the animbp. It seems like I need to connect the post process anim bp somehow, but I don't know how.

    • @misguidedgames6461
      @misguidedgames6461 7 лет назад +1

      Nevermind. I found the option for post processing in the mesh details pane under "Skeletal Mesh"

    • @LongmireLocomotion
      @LongmireLocomotion  7 лет назад +1

      Yup, thats it.

    • @misguidedgames6461
      @misguidedgames6461 7 лет назад +1

      Fabulous! Just Fabulous! I just finished the foot ik system, and I am so excited. It seems the more I delve into this locomotion system, the more I learn about animations within ue4 and the better my character moves. And it has been so easy supplementing other anim assets (I have been using Mocap Military Rifle) into your locomotion system. If I could give this 6/5 stars, I could.
      I did have to take the initiative for some of the animating. For example, I had to create my own lean poses, which wasn't hard (did it all in UE4) but something some might not get. Perhaps, with your permission, I could make a tutorial on how to do edit your system for personal use since you don't have much time? Just a thought. I'll upload a video displaying my movement stuff within the month.
      Also, any tips on stopping transitions using dedicated animations? I was thinking of using root motion for this portion...haven't tested it yet as all my other animations are in place.
      Anyways, thank you so much for making this. Definitely worth the money.

  • @TorQueMoD
    @TorQueMoD 6 лет назад

    Just want to make sure, if I purchase this system right now, it's all pre-built inside a player pawn correct? My character model that's already rigged to the UE4 Mannequin would work right away?
    Also, are their aim offsets or would I have to add this myself?

    • @LongmireLocomotion
      @LongmireLocomotion  6 лет назад

      If your model is rigged to the mannequin, then yes. All you would need to do is switch the skeleton reference to the one my system uses, that way you don't have to do any re-targeting. I only have aim offsets for looking around.

  • @shiweidu2675
    @shiweidu2675 7 лет назад

    I think the most incredible thing for your base locomotion, is the strafe lean motion, I only seen that in paragon. Did you make all that in C++ or Bp or mixed?

    • @LongmireLocomotion
      @LongmireLocomotion  7 лет назад +1

      Its all BP

    • @LongmireLocomotion
      @LongmireLocomotion  7 лет назад +1

      All it is is some simple additive poses in a blend-space. They're super easy to make if you are an animator.

    • @shiweidu2675
      @shiweidu2675 7 лет назад

      LongmireLocomotion Have you ever interested in work for one of AAA studio?

    • @LongmireLocomotion
      @LongmireLocomotion  7 лет назад

      I mean of course, one day. Im pretty inexperienced though, and am only self taught, with no formal education in any of this.

    • @shiweidu2675
      @shiweidu2675 7 лет назад

      formal education is the biggest scam in the world, self taught is the best :)

  • @daliguerfali6200
    @daliguerfali6200 7 лет назад

    Good job:).What's better : C++ or BP ?

    • @LongmireLocomotion
      @LongmireLocomotion  7 лет назад

      Well Im not a programmer...so Id say BP. Obviously if you knew C++ and were good with it, it would probably be better to use C++. BP is great for quickly prototyping stuff though.

    • @daliguerfali6200
      @daliguerfali6200 7 лет назад

      thanks for replying :)

  • @jaulloa21
    @jaulloa21 7 лет назад

    i wish i knew how to use the software and take the game i have in my head and play on the system.

  • @suicidalbanananana
    @suicidalbanananana 6 лет назад

    The good version

  • @tedjthegreat3520
    @tedjthegreat3520 6 лет назад

    i want to make games with this animations

  • @steadystefano
    @steadystefano 7 лет назад

    Hi I was able to make a grab and climb on your system, but I need to know where to find the IK foot placement on your system, I think its not allowing the lower body to have animation, ty

    • @LongmireLocomotion
      @LongmireLocomotion  7 лет назад

      The IK stuff is located in a Post Process AnimBP. You can find it in the Mannequin folder.

    • @steadystefano
      @steadystefano 7 лет назад

      yeah, I was able to fix while my character is is hanging on the ledge, I was able to disable it, ty so much, what will be the next update for ALS?, I cant wait, ty

    • @LongmireLocomotion
      @LongmireLocomotion  7 лет назад

      Honestly I'm not sure. I've been planning to take some time to work on some personal projects instead. The system was never originally intended for the marketplace anyway :D.

    • @steadystefano
      @steadystefano 7 лет назад

      Ok, thank you for sharing us this locomotion, I wish you luck on your project

  • @ebocyamine9727
    @ebocyamine9727 7 лет назад

    How i can diwnload this games

  • @steadystefano
    @steadystefano 7 лет назад

    If I purchase this, will I have free updates? ty

  • @crimsondiablos142353
    @crimsondiablos142353 7 лет назад

    I'm terribly interested, and have been wanting to get my hands on a working example of motion matching, but I do have a question. Can it be customized? I mean, while the video says that it can be easily added to any character, I wish to know how doable it is to expand the system with my own animation (for instance, extending the motion matching to melee attacking for instance). Also, how easily can this be implemented in side scrolling systems?

    • @LongmireLocomotion
      @LongmireLocomotion  7 лет назад

      Sooo this has nothing to do with motion matching whatsoever...

    • @crimsondiablos142353
      @crimsondiablos142353 7 лет назад

      Sorry, it kinda looked like it. Anyways, I am still interested in the things I asked about ;)

    • @LongmireLocomotion
      @LongmireLocomotion  7 лет назад

      So while it is easy to expand, It really all depends on your own experience with animations in UE4 and your level of knowledge. Animators with experience working with AnimBPs will find it very easy, while people who are new to animation in UE4 might find it very complex. Its only natural.

    • @crimsondiablos142353
      @crimsondiablos142353 7 лет назад

      In that case I am definitely interested.

  • @misguidedgames6461
    @misguidedgames6461 6 лет назад

    So where are the Falling and Land anim-notify events triggered? I don't see them link to the falling and land states on my animbp.

    • @LongmireLocomotion
      @LongmireLocomotion  6 лет назад

      They should be fired from the transitions themselves.

    • @misguidedgames6461
      @misguidedgames6461 6 лет назад

      What do you mean from the transitions themselves? Like the entered/leaving state transitions or something else? I'm sorry for not understanding.

    • @LongmireLocomotion
      @LongmireLocomotion  6 лет назад

      If you click on the transition, like the ones to falling or to landing, look in the details panel and you can find where it fires the notify :)

    • @misguidedgames6461
      @misguidedgames6461 6 лет назад

      I was able to find them, thank you :) I didn't know you could set off animnotifies within a transition itself. Learn something new everyday.

  • @blitzinbeats2643
    @blitzinbeats2643 7 лет назад

    Im making a survival game and need this to handle up to 300 players doing this at once. Is this possible?

    • @LongmireLocomotion
      @LongmireLocomotion  7 лет назад

      It should be able to. Though you might want to make some minor optimizations here and there and remove the things you don't need. I did a performance test against the default third person template and the results were the same.

  • @ajt2440
    @ajt2440 7 лет назад

    Hi there, I am just wondering how easy would this be to set up and get working for, well I wouldn't say a total beginner but someone fairly new to blueprints, I've done some mechanics from scratch before but don't want to pay $80 (aud) and be totally in over my head? Thanx

    • @LongmireLocomotion
      @LongmireLocomotion  7 лет назад

      Id recommend you have decent experience working with Unreal and BPs in general. I really cant say if you'd be in over your head or not, cause everyone is different and will find different things easier or more challenging. But if you take your time going through it, and explore the system thoroughly, I'm sure you will be able to figure things out. You can also always email me with questions. Maybe you could wait a bit, and watch the starter tutorials on the UE4 channel, specifically the ones related to characters and animations, that way you can at least have a background understanding of how it all works.

    • @ajt2440
      @ajt2440 7 лет назад

      LongmireLocomotion yea I've gone through those tutorials and I understand pretty much how it works just wasn't sure if I was going to get bombarded with code from the get go, I may have made myself sound newer to ue4 than I actually am. I was working with ikinema at the end of last year but it took me awhile to get set up and then I upgraded my pc and lost the project so I am just being a bit lazy and thinking of getting a head start with your system as I can expand on it, Im just not a pro with bp but I understand most of the basics fine and the state machine, thank you for the reply I think I may pick it up soon.

    • @LongmireLocomotion
      @LongmireLocomotion  7 лет назад

      Ahh ok. Yeah its not that difficult to understand. There really isnt that much complex code or anything either.

  • @voicehead
    @voicehead 7 лет назад

    Phantom Pain was $40, but this is $60.
    PP had a bit more than this, too...
    A locomotion set for the price of a Triple A game.

    • @LongmireLocomotion
      @LongmireLocomotion  7 лет назад

      This is not a game. This is a system intended to help developers in making a game. There is a large difference. If someone were to hire a technical animator to put together a system like this, It would cost much, much more :)

    • @voicehead
      @voicehead 7 лет назад

      I know, it's just the price of one. I'm just saying it, nothing against your product.

  • @gf6368
    @gf6368 6 лет назад

    do you use any post process sharpness on your tests? I got your package but my game level is blurry compared to yours. I use native 1920x1080

    • @LongmireLocomotion
      @LongmireLocomotion  6 лет назад

      Sooooo I'm not kubold. If you are still talking about this asset, then no. I dont do any PP stuff, and dont know why the level is blurry. Probably a UE4 issue on your end?

    • @gf6368
      @gf6368 6 лет назад

      Hey, right ive been going on through some videos and posted the comment on the wrong one. Sorry, But thx for the reply your videos also appear sharper then what I have on my system. I've been trying to turn off all kings of post process filters in world setting and camera and my scaling is also 100% but still stuff is blurry, I figured its either you guys use like taa sharpening or the video is upscaled when rendered. Must be my system then.