Excellent, my friend. I've been testing it for some time, and it's excellent. I'll definitely give it a 5-star review. Will you be making a full tutorial with ALS? Thank you for the excellent work.
The tutorial will be uploaded today! Let me know when you leave the review on discord! I’ll let you in the private channels where the video will be uploaded today
@@ImmortalEntertainmentStudios When you do that, can you please show of a bit off what it looks like in a public video? I'm sure many others are like me, using ALSV4 or a branch and want to improve the FPS elements, but need to understand what an integrated final product looks like (e.g. does this framework get added as another overlay state, is it essentially just integrated into the existing aiming state, etc.). I'm using IWALS (a popular ALSV4 fork) as the foundation for my game but have already modified the shooting quite a bit, but have no problem overhauling it with this framework if it makes sense.
@@peterwey3571 it gets integrated with the animation graph. You just take out the ALS IKs and replace those nodes with my procedural layer. So in a sense it would be placed after all the als layers. It doesn’t matter which als youre using. As long as you place the virtual bones in your skeleton it should work!
@@ImmortalEntertainmentStudios Thank you for the quick reply, that's great to know! Also, in another comment in an older video you mentioned how reload animations can be added easily. Did you mean procedural reload animations using this framework or just that they can use their normal reload animation assets? If procedural, have/will you create reference resources for that? I mostly want to make sure I'm not getting in over my head.
@@peterwey3571 so for reloads, you have to use baked animation. The procedural overlay determines how “strong” that animation is. So in case you’re aiming, you can set the IK to a lower value than 1, say a .4 or something, it we’ll blend that recoil without breaking the aiming. So you’ll be able to use the same reload animation for aiming as well.
Hi guys, I bought the "procedural animation framework" from the Fab marketplace. Are you planning to do a tutorial on how to integrate it into GASP? What about the possibility of using the framework with VR? That would be fantastic! You are the best🔥
Of course, the whole asset was meant to be customized to your needs. There are two examples within the project, you can either simply switch skeletal meshes or spawn actors as well.
It is replicated, there are two Methods as to how you can switch weapon in the asset. The first one is that you just change meshes within the character. The second example is the ability to spawn holdable actors. Both examples are commented.
Left the review. If you could add me to the Discord channels, I'd appreciate it! One more question: do you know when this version of the video will be available?
You should’ve been able to get the update already? Did the marketplace not update it for you? Had someone else with that issue. And thanks for the review!!!!!!
I have a tutorial in the private channels on discord. If you have purchased, youll have to send me a screenshot of your receipt in order for me to get your order ID
You can already use the asset with 5.4, youll just need to update the engine version. I’ll be providing the 5.4 version with the sub-update I’ll be uploading in a couple days.
Looks great, but why isn’t there a demo?? All the templates have a demo. I can’t buy it without testing it first. The demo is the packaged version of the project, so we can’t access the Blueprints
Can this be used with custom animations in order to tweak them procedurally? How would things like reload animations work with this? I'm looking to create a true first person character like this: ruclips.net/video/6KDGIEODDAU/видео.htmlsi=vuHzAaWnpIz1iheY But with the GASP.
The asset is true first person. In terms of modifying specific animations, that would be something extra you’d need to add. But currently, you can customize all locomotion states, along with some “tactical” poses and you can add a custom aiming pose.
@@ImmortalEntertainmentStudios Well while it's pretty expensive, it does look to be a fair price honestly. Does it come with a locomotion system as well? Like could I just straight up use it as a full fps system to build a game around?
Excellent work!!! This is no doubt the best Procedural FPS System out atm!!! Congrats!
Thank you!!!
Love the progress dude, been waiting for a while for this, Funs hella fun
Did I see Third Person also? Now that's what I need!
Fantastic! I'm already planning to use this in my game
Absolute stellar job in this!
Thank you!!
Excellent, my friend. I've been testing it for some time, and it's excellent. I'll definitely give it a 5-star review. Will you be making a full tutorial with ALS? Thank you for the excellent work.
The tutorial will be uploaded today! Let me know when you leave the review on discord! I’ll let you in the private channels where the video will be uploaded today
@@ImmortalEntertainmentStudios When you do that, can you please show of a bit off what it looks like in a public video? I'm sure many others are like me, using ALSV4 or a branch and want to improve the FPS elements, but need to understand what an integrated final product looks like (e.g. does this framework get added as another overlay state, is it essentially just integrated into the existing aiming state, etc.). I'm using IWALS (a popular ALSV4 fork) as the foundation for my game but have already modified the shooting quite a bit, but have no problem overhauling it with this framework if it makes sense.
@@peterwey3571 it gets integrated with the animation graph. You just take out the ALS IKs and replace those nodes with my procedural layer. So in a sense it would be placed after all the als layers. It doesn’t matter which als youre using. As long as you place the virtual bones in your skeleton it should work!
@@ImmortalEntertainmentStudios Thank you for the quick reply, that's great to know! Also, in another comment in an older video you mentioned how reload animations can be added easily. Did you mean procedural reload animations using this framework or just that they can use their normal reload animation assets? If procedural, have/will you create reference resources for that? I mostly want to make sure I'm not getting in over my head.
@@peterwey3571 so for reloads, you have to use baked animation. The procedural overlay determines how “strong” that animation is. So in case you’re aiming, you can set the IK to a lower value than 1, say a .4 or something, it we’ll blend that recoil without breaking the aiming. So you’ll be able to use the same reload animation for aiming as well.
Hi guys, I bought the "procedural animation framework" from the Fab marketplace. Are you planning to do a tutorial on how to integrate it into GASP? What about the possibility of using the framework with VR? That would be fantastic! You are the best🔥
It's perfect but i wonder how aiming animations look from third person
Are there reload animations? and if not, you should definitely add them. Great so far I will get it for sure!
Hello, I just purchased this asset framework. How can I get added to the discord? I can send a screenshot proving purchase. Thanks
Hey I just purchased. How can I get added to the discord?
Wow that looks great ! Is there any downloadable demo with ALSv4 or GASP ?
this is insane!
Thank you!!
hey is there a one hand wield option for pistols
where is the demo?
I can get fab to work, is there any other place I can buy this asset on I need to make my siege clone
Is there a demo for this?
I love it
Would this work for Metahumans?
Hello. Where is the demo for download?
No current demo. I’ll be releasing a sub-update this weekend. I’ll make sure to add a demo once this is released.
İs there is reload animation
Hi, I have just bought it, do you have any tutorial for implementation?
Hi, if you haven’t already you’d need to send me your verification so I can let you in the private channels
@@ImmortalEntertainmentStudios I have just send the id through discord
can we add new weapon to the procedual fps system?
Of course, the whole asset was meant to be customized to your needs. There are two examples within the project, you can either simply switch skeletal meshes or spawn actors as well.
Demo?
How does this go with changing gun meshes? And does this work in multiplayer settings?
It is replicated, there are two
Methods as to how you can switch weapon in the asset. The first one is that you just change meshes within the character. The second example is the ability to spawn holdable actors. Both examples are commented.
Left the review. If you could add me to the Discord channels, I'd appreciate it! One more question: do you know when this version of the video will be available?
You should’ve been able to get the update already? Did the marketplace not update it for you? Had someone else with that issue. And thanks for the review!!!!!!
@@ImmortalEntertainmentStudios It hasn't updated yet. I logged into another computer with my account, it's still on the same version. 😞
@@ImmortalEntertainmentStudios I did it, now everything is fine! I had to uninstall Epic Launcher and reinstall it. Thanks
@@robsonfrancomaciel that’s annoying, glad you were able to fix it!!
How do I integrate to GASP?
I have a tutorial in the private channels on discord. If you have purchased, youll have to send me a screenshot of your receipt in order for me to get your order ID
😍
5.4 update soon??
You can already use the asset with 5.4, youll just need to update the engine version. I’ll be providing the 5.4 version with the sub-update I’ll be uploading in a couple days.
Need Tutorial with GAPS and ALS Refactored
Theyre available in the discord server once you’ve been verified for purchase :)
Can You add to me the servers?
I just Got the Asset
The discord should be in the assets description :)
10/10
You da man 🤙🏽
Looks great, but why isn’t there a demo?? All the templates have a demo. I can’t buy it without testing it first. The demo is the packaged version of the project, so we can’t access the Blueprints
A sub-update will be released this month. With it will be a demo for you guys to test out
Can this be used with custom animations in order to tweak them procedurally? How would things like reload animations work with this? I'm looking to create a true first person character like this:
ruclips.net/video/6KDGIEODDAU/видео.htmlsi=vuHzAaWnpIz1iheY
But with the GASP.
The asset is true first person. In terms of modifying specific animations, that would be something extra you’d need to add. But currently, you can customize all locomotion states, along with some “tactical” poses and you can add a custom aiming pose.
Any plans for a sale?
No sale anytime soon. Last version was set to $59.99. V3 is more complex and filled with larger code. Thus increasing its price to $89.99
@@ImmortalEntertainmentStudios Well while it's pretty expensive, it does look to be a fair price honestly. Does it come with a locomotion system as well? Like could I just straight up use it as a full fps system to build a game around?
@@GrumpyGamer11 Thank you! And no, the asset does not come with lower body 8way locomotion. Although, it is super easy to add to it!