A part 2 video was just released now. ruclips.net/video/ZsF8HHTIfGo/видео.html& The new video explains in better depth what you can tweak and play with. It's a bit long (around 30 minutes). The next set of tutorials will be short and focused on specific topics.
Wow - looks good! I'm thinking of using this for some of my animations and had a couple of questions: 1. would this all show up in sequencer? 2. can these be blended successfully with other animations / ragdoll behaviour? i.e. say I use it in a stunt scene where someone gets kicked off a building and falls down hitting ledges on the way and eventually lands and goes into an 'injured' animation. When falling plays a 'flailing' animation. Do you cover this sort of thing in any tutorials? Thanks!
Hey! Happy to answer. 1. I hadn't tested it on sequencer as it seems like Unreal plans to remove sequencer in the near future, but I tested it in UE5's latest "Take Recorder" and everything is properly recorded. I took some videos of it working, but probably best I don't share it in a youtube comment (i'm not sure of RUclips's TOS). I can always show it in my discord server. 2. The effects seen here can be blended with any animations. The scenario you mentioned does sound a bit complicated to answer unless I actually test it. But safe to say you can mix your ragdoll effects with your animations as well as entering or exiting between full ragdoll and animated ragdoll effects. There are some updates I need to perform in the near future to add some extra functionalities that make it easier to manage various scenarios. The next video will help to better explain on what to tweak and play with for common scenarios. Feel free to visit my discord server in case you want to ask more. I do majority of my public communication and support in discord :)
first i must say, removing sequencer from engine? so i think Eternal Monkey games misunderstood,sequence recorder will be removed even matinee is in still.and i made an 20+minutes episode with using sequence recorder,yes sequence recorder was really hard to use and was not recording iks, take recorder is recommended to use. i recorded animations with ik and it recorded. very good take recorder,sequence recorder was recording spawneds ,take recorder does not do it all time but sometime. and yea first question it will show up in sequencer.
Did the input pins on the "OnHitcallback" changed? I only have an exec, a target, a hit result by ref and a bone override pin as input. I also have a Hit location, impulse direction and hit bone name as Output. Unable to make it work -_-
This is really cool. Reminds me of the UFC Undisputed / Fight Night mma and boxing games. The blend out from the physanim to the kinematic animation is a bit fast though. Is that toggleable? Also, is changing physassets on the fly supported? Cheers and congrats on the great work. This is unexplored territory for Unreal.
Thank you! I appreciate it. Quite proud of this work. Yes the blend in/out between physanim and normal animation can be easily tweaked. There are many parameters you can tweak anytime to control the output, even during gameplay. With the new WIP update, I have added in even more toggle-able and tweakable parameters for devs to play with. With the new update, one can get perfect get up transitions from ragdoll to physanim/animation almost instantly, along with other common/advanced use cases. Really fun stuff :) Edit : I checked if changing physassets on the fly breaks anything, but no issues found so far. You can change it anytime and the physanims will continue to work as usual.
Thanks. I will try to make the next tutorial by the end of this week, along with a much needed update for the physanim feature in the plugin. As for having a character's melee attack create hit reactions on other characters, nothing special is particularly required. The above quick start is good to go, but additionally you have to ensure the hitting character and the victim character have their collisions set to block for each other's channel. I'll try to explain that for the next tutorial as well. Best to visit my discord server if you need help with it as i'm mostly active there, as youtube comments can be difficult for support.
@@eternalmonkegames1859 I want to use the results of the line trace to drive physical simulation instead of driving physical simulation with the collision results between meshes. Is it feasible? When the line traces detects the enemy, the engine will collapse. Can you gays give me some suggestions?😂
@@八层肚 For other's reference (since we already resolved it in discord a while ago) :) Yeah it's not a problem, in the onHitCallBack function we just need to ensure the hit parameter "Bone Name" is a valid bone name and not "None". Currently there is a known bug where not using a valid bone name for the hit parameter can cause a crash, so that will be fixed in the next plugin update.
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
As of downloading the plug yesterday the steps at 4:52 are different now. The onHitCallback only has a pin for Hit which I linked up but it is not maintaining the same results as in the video. The entire mesh is simulating at all times. Also the hit compent is triggering with the floor which you'd want for ragdoll etc but not to be calling the phys anims all the time....
Since sequencer is going to be deprecated by UE soon, I instead tested on the new "Take Recorder" cinematic feature of the engine. It works well there and gets properly recorded. It most likely should work similarly in sequencer, but I hadn't tested it there yet. I can update this comment later to confirm if it works in sequencer.
Just the individual bone selection list needed to be modified for any physanim setup. The default values are setup to work automatically for epic skeletons to get the results similar to the above video. That is the most important input, while others are more like optional tweaks and convenient features. A well designed physics asset is also very important, as the final quality of the results also depends on the constraints of the physics asset. The example in the video uses the default physics asset already provided by UE, which is good setup.
Really sorry for that! Other things ended up taking too much of my time, but fear not. The physanim system is now more solid than ever with the new updates released recently since the upload of this video. Here is a link to an example project that specifically lets you play with the physanim system. github.com/codehawk64/DragonIK-PhysicsSolverExample In case you require support or have any questions, feel free to drop by in my discord server discord.com/invite/XdBWW2U
I hadn't tried this on ALS yet. It should theoretically work as usual, since the most important thing is the physics asset of the character rather than any outside blueprint code. I'll give it a shot and see what I find. Do visit my discord channel if you need help.
@@act_4act_425 Thanks! Btw I just tried it in ALS and it worked as expected. Just a few points to keep in mind. The physanim info relayer needed to be placed just before the final output pose. That is very important. Another is the physics asset of the ALS character is really bad. You should create a new third person template project and take the physics asset from a fresh mannequin and then use it in the ALS project character.
I'm not sure what sort of car deformation you are looking for. This is generally made for characters and creatures in mind, but it can work for any skeletal mesh with a physics asset setup. It functions similar to the engine's physical animations but better.
A part 2 video was just released now.
ruclips.net/video/ZsF8HHTIfGo/видео.html&
The new video explains in better depth what you can tweak and play with. It's a bit long (around 30 minutes). The next set of tutorials will be short and focused on specific topics.
I will try again master❤🔥💪🤜👍
How to get DragonIK PhysAnim?
Awesome stuff! looks great
Thanks!
This was amazing thank you, can't wait to implement it
Great thank
Love it!
Wow - looks good! I'm thinking of using this for some of my animations and had a couple of questions:
1. would this all show up in sequencer?
2. can these be blended successfully with other animations / ragdoll behaviour? i.e. say I use it in a stunt scene where someone gets kicked off a building and falls down hitting ledges on the way and eventually lands and goes into an 'injured' animation. When falling plays a 'flailing' animation. Do you cover this sort of thing in any tutorials? Thanks!
Hey! Happy to answer.
1. I hadn't tested it on sequencer as it seems like Unreal plans to remove sequencer in the near future, but I tested it in UE5's latest "Take Recorder" and everything is properly recorded. I took some videos of it working, but probably best I don't share it in a youtube comment (i'm not sure of RUclips's TOS). I can always show it in my discord server.
2. The effects seen here can be blended with any animations. The scenario you mentioned does sound a bit complicated to answer unless I actually test it. But safe to say you can mix your ragdoll effects with your animations as well as entering or exiting between full ragdoll and animated ragdoll effects. There are some updates I need to perform in the near future to add some extra functionalities that make it easier to manage various scenarios.
The next video will help to better explain on what to tweak and play with for common scenarios.
Feel free to visit my discord server in case you want to ask more. I do majority of my public communication and support in discord :)
@@eternalmonkegames1859 thanks for that! Will def check out your discord
it should show up if you can play it in the viewer ....
@@eternalmonkegames1859 bookmarked will have a look in a bit good tut
first i must say, removing sequencer from engine? so i think Eternal Monkey games misunderstood,sequence recorder will be removed even matinee is in still.and i made an 20+minutes episode with using sequence recorder,yes sequence recorder was really hard to use and was not recording iks, take recorder is recommended to use. i recorded animations with ik and it recorded. very good take recorder,sequence recorder was recording spawneds ,take recorder does not do it all time but sometime. and yea first question it will show up in sequencer.
Did the input pins on the "OnHitcallback" changed? I only have an exec, a target, a hit result by ref and a bone override pin as input. I also have a Hit location, impulse direction and hit bone name as Output. Unable to make it work -_-
In the 2nd video he is using the new node and just connects 'hit' to 'hit'
This very useful thanks
This is really cool. Reminds me of the UFC Undisputed / Fight Night mma and boxing games. The blend out from the physanim to the kinematic animation is a bit fast though. Is that toggleable?
Also, is changing physassets on the fly supported? Cheers and congrats on the great work. This is unexplored territory for Unreal.
Thank you! I appreciate it. Quite proud of this work.
Yes the blend in/out between physanim and normal animation can be easily tweaked. There are many parameters you can tweak anytime to control the output, even during gameplay. With the new WIP update, I have added in even more toggle-able and tweakable parameters for devs to play with. With the new update, one can get perfect get up transitions from ragdoll to physanim/animation almost instantly, along with other common/advanced use cases. Really fun stuff :)
Edit : I checked if changing physassets on the fly breaks anything, but no issues found so far. You can change it anytime and the physanims will continue to work as usual.
Looking forward to the next tutorial, can you explain how to use the feedback on the attack of melee?
Thanks. I will try to make the next tutorial by the end of this week, along with a much needed update for the physanim feature in the plugin.
As for having a character's melee attack create hit reactions on other characters, nothing special is particularly required. The above quick start is good to go, but additionally you have to ensure the hitting character and the victim character have their collisions set to block for each other's channel. I'll try to explain that for the next tutorial as well. Best to visit my discord server if you need help with it as i'm mostly active there, as youtube comments can be difficult for support.
@@eternalmonkegames1859 I want to use the results of the line trace to drive physical simulation instead of driving physical simulation with the collision results between meshes. Is it feasible? When the line traces detects the enemy, the engine will collapse. Can you gays give me some suggestions?😂
@@八层肚 For other's reference (since we already resolved it in discord a while ago) :)
Yeah it's not a problem, in the onHitCallBack function we just need to ensure the hit parameter "Bone Name" is a valid bone name and not "None". Currently there is a known bug where not using a valid bone name for the hit parameter can cause a crash, so that will be fixed in the next plugin update.
The plugin update took longer than expected, but I should be able to release the update by this week along with the next tutorial later on.
up我在b站关注你了,能不能整个子弹攻击时的物理动画命中反应啊,油管看的太费劲了🤣
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 can i set up punching physical reactions like seen in 0:06 . Please help if you can
As of downloading the plug yesterday the steps at 4:52 are different now. The onHitCallback only has a pin for Hit which I linked up but it is not maintaining the same results as in the video. The entire mesh is simulating at all times. Also the hit compent is triggering with the floor which you'd want for ragdoll etc but not to be calling the phys anims all the time....
did you find the solution?
In the 2nd video he is using the new node and just connects 'hit' to 'hit'
you S.O.B Where have YOU BEEEN!!!!! ive been looking all over for you!!!!! please tell me this is componentized?
оо тоже себе сделаю ха) круто же)
does this work on sequencer? thanks
Since sequencer is going to be deprecated by UE soon, I instead tested on the new "Take Recorder" cinematic feature of the engine. It works well there and gets properly recorded.
It most likely should work similarly in sequencer, but I hadn't tested it there yet. I can update this comment later to confirm if it works in sequencer.
Are there many modifications to get this to work on a metahuman? Is it just the Individuyal Bone Selection list? Or the physical asset too?
Just the individual bone selection list needed to be modified for any physanim setup. The default values are setup to work automatically for epic skeletons to get the results similar to the above video. That is the most important input, while others are more like optional tweaks and convenient features. A well designed physics asset is also very important, as the final quality of the results also depends on the constraints of the physics asset. The example in the video uses the default physics asset already provided by UE, which is good setup.
@@eternalmonkegames1859 Thanks for the info
Amazing, simply amazing. But part 2 never happened... :/
Really sorry for that! Other things ended up taking too much of my time, but fear not. The physanim system is now more solid than ever with the new updates released recently since the upload of this video. Here is a link to an example project that specifically lets you play with the physanim system.
github.com/codehawk64/DragonIK-PhysicsSolverExample
In case you require support or have any questions, feel free to drop by in my discord server discord.com/invite/XdBWW2U
@@eternalmonkegames1859 Thank you very much! I'll play with the example project to see if I get everything from it :D
part 2 when???
Sorry for the long wait. I just released a new video for part 2.
ruclips.net/video/ZsF8HHTIfGo/видео.html&
Hopefully you find this useful
Sorry I don't see the "dragonIK Physanim"🙁
It's in the most recent update of the plugin for engine versions 4.26,4.27 and UE5. Should become visible.
can you add it to als 4? I tried and the result was bad💔😭
I hadn't tried this on ALS yet. It should theoretically work as usual, since the most important thing is the physics asset of the character rather than any outside blueprint code. I'll give it a shot and see what I find. Do visit my discord channel if you need help.
@@eternalmonkegames1859 ❤👏🙏👍 Your work is very interesting
@@act_4act_425 Thanks! Btw I just tried it in ALS and it worked as expected. Just a few points to keep in mind. The physanim info relayer needed to be placed just before the final output pose. That is very important. Another is the physics asset of the ALS character is really bad. You should create a new third person template project and take the physics asset from a fresh mannequin and then use it in the ALS project character.
Cool. Would it be possible to deform cars similar to the Matrix Demo but with better performance?
I'm not sure what sort of car deformation you are looking for. This is generally made for characters and creatures in mind, but it can work for any skeletal mesh with a physics asset setup. It functions similar to the engine's physical animations but better.