UE4 - Advanced Locomotion System V1 - Features
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- Опубликовано: 26 янв 2017
- Sorry for the wait, but its finally here!
The Advanced Locomotion System is a bipedal character locomotion system focusing on high quality character animation with responsive movement.
- Description -
This system's purpose is to bridge the gap between the front end and back end of in-game animation, and give animators a good foundation to create assets that will work well with responsive character movement. This system demonstrates a method for achieving responsive movement while retaining a high level of animation quality.
- Goals -
I wanted to create a system that:
looks realistic and works in many game types (3rd person shooter / Action Adventure / True first person)
Keeps player in constant control (Direct capsule control with no root motion)
Looks good at all times and conditions (No visually breakable state machines with tons of transitions)
Simplifies animator workload wherever possible (For low budget games)
Is very flexible and highly adjustable (Everything can be tweaked and tuned to get the best balance between movement and animation)
EDIT: Push down slopes is no longer in V2
More info can be found on the UE4 Marketplace Store Page!
Get it here - www.unrealengine.com/marketpl...
- Music by brokeforfree.com/ Игры
If only every company put this much work into there entire game.
Just picked it up on the marketplace thanks man
This Ragdoll get up animations are awesome.
Thanks! By the way I love your sound design work.
Very nice to hear that :) If you are going to make any update the only thing missing here is Legs IK to match it's location and rotation to uneven floor. Anyway great asset keep up good work!
I want to thank you for developing such a high quality Locomotion System! I was truly amazed on how this feels and the ease to modify and adapt the blueprints. I will problably buy every single of the packs (Compatible with my project) in the coming months, god and wallet willing XD. Keep it up!
Kudos to you for going through so much work! I have been working on making a nice animation package I purchased work with all the features this video demonstrates. So much work and frustration I felt getting half way there was good enough. I don't think everyone can truly appreciate all this package seems to do. I'm making the purchase and I'm very hopeful and excited to see all of these complex interaction in a single pack. Nice job!
Congratulations on releasing this, I know it's a long time coming but it doesn't disappoint! Not only this is a great pack out of the box, it also has loads of potential to be expanded and improved.
Couple things I'd love to see being added later:
- Foot placement IK function.
- Character slowing down when going up a steep hill, and speeding up when going down a hill.
This is the best thing I've seen in a long times. :) Great work on this. Looks like a must-have system. Epic Dev-grant material....
Purchased. Looks great , feels great!
Hope to see more Improvement in the future :D
Already bought. Thank you for your work. It's very well done, not overloaded and that's exactly what I was looking for.
Thanks! I hope it goes well. Don't hesitate to shoot me an email with any questions.
after testing it, I can confirm. It feels even better than it looks in the video.
High quality locomotion system here. A few more things (multiplayer visibility/replication, vaulting/climbing, aiming) and this would be the dominating movement system for unreal engine! The structure is clear and the documentation is good enough to understand it's core and to update it on yourself (if you have time)
does this system not work in multiplayer?
ptcmia not yet, no.
After testing the system, a lot of blueprints will need to be moved from the AnimBP to the character. Also, the custom events, lack there of aren't replicated either.
@@ptcmia v4 is already out and it has some of the awsome features you meantioned and its PERMENATLY FREE. Just letting you know if you dont know that
@@Debilas_TUS Dude, they commented over 3 years ago...
This looks amazing. I dont think people realize how hard is to make such smooth transitions in UE. Or well, not hard, but the time it requires. Not even buying any of those packs on the marketplace you will get such smooth transitions specially in strafe states. Good job dude.
Thanks man! Took a lot of staring at my screen wishing I liked doing something else.
This is brilliant work. Great job.
Damn, that looks amazing. I might end up buying this down the line. Multiplayer support would be great. Congrats on this, the features that are implemented look wonderful. A demo would be nice, it could really help people make a decision about buying this.
Impressive work !
I can't wait to use it in my project(s) ! :)
Very well done!
Who would dislike this... Awesome job mate, I love how a single guy can make better movements than multi-millionaire enterprises
Been working on a similar system for my own use. I spent countless hours in creating it and recently had a hard drive fail me... I lost a good 20% of my work. This is very tempting to get, as it would push me ahead of where my own system is. Super high quality work you have done.
@Squad 47 ended up going to cloud storage, external storage and a backup on a second computer.
Keep developing... Great work you are doing...
Great *-*
Looking forward to acquiring it.
Wow. Guys, i love you. Thats just great :D
Really nice!
Wow it's amazing!
Came here to see if my idea was possible. Thank you for the inspiration!
Hop up onto Unreal Launcher for this pack is FREE for the month (April 2019) Hope you see this message in time.
AMAZING!!
Great job ;)
perfect work
Very nice!
animations are awesome.
WHY DOESNT THIS HAVE MORE VIEWS/LIKES/SUBCRIBERS. YOURE A FUCKING GOD. THIS IS EXACTLY WHAT I NEEDED. I WISH YOU BEST OF LUCK IN EVERYTHING AND ANYTHING!
Amazing!
amazing I hope they start using this stuff soon.
Real first person about damn time!!!
As an aspiring, self-teaching game designer with no budget, I've been taking advantage of the free assets on the Unreal Engine Marketplace, and this is how I acquired this asset for my project. If I can create a game good enough to net in some sales in the future, I fully intend on purchasing this pack again just to support you. Many thanks for all of the hard work you put into this.
I second this. Yes, i almost feel bad for getting such a high quality locomotion system full of assets, instructions and such a nice easy-to-read blueprints for free. But thanks to you VexXate 115, i know i can purchase the pack again to support Longmire!
An imaginery tear camebout my eye looking back at this november 26 2019 22h 12m.
wonderful!!!!
O.O Looks gud
Ah damit man, another package i need to buy. :) Great work, now i gota own a copy.
well done
that ragdoll moment make me laugh
good animation!
hey, don't know if you remember me from this summer on the beach with Chad but man this is really good dude, keep up the good work. this is awesome
Haha thanks man. Glad to hear from you again :D
Really amazing system wish i could do something as good as this.
I seriously need to invest in something like this, even if I just use it for research. I have two projects planned a couple years from now that could definitely benefit from advanced locomotion systems.
Cool stuff...any examples with foot IK as well as crouching animations requiring a smaller capsule?
hows about stairs?
truly excellent! would buy any tutorial to get custom animations set-up into a locomation system in UE4. Any information on how to do this is much welcome.
So cool, take my money. Take it all.
Nah you need not give all of it. I only ask for $59.99
Hey, your system is awesome, can you help me with some ideas on how to implement that Rotate Towards Velocity thing, to make the character follow walls and such?
and me seying this in 2024 :)))) ...i wish i had this version now to learn it from zero to see his progress ..thanks for the free asset v4 .great work!
How did u maked that blends ? my characters legs often goes throw each other when i blend them.
Is there anyway to add physics to this syestem? As in add a small amount of physics based "looseness" so that arms and legs move and collide more realistically?
Looks fantastic! My only question is related to the jumping. I've noticed that you've created a standing jump animation but how does it look when you do a running jump? Does it blend that as well?
just pondering about getting this asset and rifle animset, but im really new to animations, so is it possible to combine this 2 packs together and did you provide some tuts exactly for how to do this?
sry about my eng, it can be bad sometimes)
Nice it must be taken too much time for key framing everything .... Great work! :)
Wanting to use this for a cartoony character. Would this enable skid to a half and change direction animations easily enough?
This is without any doubt the best 3rd person character animation set up i´ve seen, looks better that most AAA games. Did you make this with bluprints only or made custom C ++ coding? I will be getting this in the future for sure. Congrats for the awsome work.
Thanks! Its 100% blueprint. Maybe someday I'll learn how to code.
I will be getting this, Don't take this down!
I wonder if I can give it a try and then import this in my editor because the existing entities don't rotate the way this does.
How well does this work with non-human proportioned bipeds? How about with fixed camera angles?
this look amazing. hope oneday you can make a tutorial here.!!!
You are a G!! I would like to know if and how I could implement motion capture animations to this? Thank you alot!
Just bought this and the movement looks great but I was wondering if you could make some tutorials on how to add crouching and weapon states to this system?
That's something Id love to do but unfortunately due to school I don't have a ton of time. However, since the system is pretty flexible by design, and is essentially a more advanced version of the default third person template, it should be pretty easy to implement by following existing tutorials and studying the way this animgraph is structured. That being said if this system does well I plan to add more functionality and perhaps release tutorials.
Can you add this to a project or create a project
amazing job! do you think your work is transferable to a quadriped character easily? Does the feet detect not flat floor? Thanks!
я просто в шоке! у меня эта идея была создать нормальный контроллер для Character, только вот начал с Aim offset и проблема была в том что не знал как подойти к созданию Aim Yaw/Pitch вначале я хотел пойти от выключенного Use Yaw Controller но не получилось сделать replication теперь пытаюсь делать наоборот от включённого Use Yaw Controller вроде что то вырисовывается, всё же ты красавчик! у тебя всё классно работает и смотрится очень красиво!
Hey bud, love your product, i've been using it since day one. I have a question tho: i've a motion capture for my character looking up with some extra feature moving. Is there any way to blend this animation as a sort of additive to the overall head movement blend space? I'm not an animator and still have a lot to learn :p
You could probably do that as a montage. Montages allow you to play additive animations over top of something.
I'll look into that, thank you very much !
Hey LongmireLocomotion, i've my character and my animations all setup in your awesome product. Now my main issue is that i want to use it as True first person for a shooter, i'm struggling a bit in making the animation blending as fast as possible: if i'm moving too fast i basically let my arms and gun behind from a first person perspective. I'll keep tweaking everything out, but if you've any tips on where to look out to get a nervous/reactive first person experience it could probably space me some precious time !
Thanks !
Since the rotation of the character isn't directly tied to the camera rotation, things are a bit harder. In most FPS games the arms and weapon are essentially tied directly to the camera, and so there is no lag. My best guess would be to ramp up the interpolation speed on the aim offsets, or just disable the interpolation altogether for a more immediate response. You could also make the turn in place animations faster and more responsive. that could also help.
Thanks ! I'm taking a lot of inspiration from Star Citizen true first person, didn't want to go the classic old school way of 2 arms floating out of thin air :p.
Wow, this looks so much better than v3! In v3 you can't see the body in 1st person (in VR at any rate,...) Is there any way to still get V1 or V2?
could you do a animation for a weapon switch rifle from the character back to the front
this is how first person should look like
looks sweet, though i would drop the hand animation when jumping in height... nobody waves his hands when just jumping over an item, you use your hands to balance so you wave them in front to lead your body, not above your head though... It's another deal when you jump down a cliff, then you go from jump into 'falling'... an animation for falling could potentially have those waiving arms :)
Im getting this.
Just started checking out the unreal asset. Really cool! And for free!
Do you use the Pawn/Character Movement Component or do you roll your own? (I'm still digging to find the answer)
Edit: yes, I found the CharacterMovement component is used
Hey LongmireLocomotion (please read this),can you make a video about making a custom weapon? (especially slingshot,paintgun,firecracker)
I think this is what Shepard in ME1 should have been all along.
Hi, purchaser here. Love the product, looking forward to the next version. I'd like to request a video tutorial for of the implementation of the system in a new project with a single animation state rather than the 3 in the demo project. Many thanks.
Ill make a note of that. The 3 locomotion states are there to demonstrate the flexibility of the system, and show how to implement different logic easily. Many games have different locomotion states as well, such as combat, aiming, normal locomotion etc.
I bought it.but was wondering if you could make the jump keep the velocity of the player like mirrors edge. because the jump, is the same speed, even though you are running fast.
Thats an easy change. You can change the jump velocity vector in the custom jump event, or just use the default Jump function.
NICE WORK! And what about networking and shooting?
Well, networking will be in the next update. Its taken longer than I had hoped, but, I'm trying to give everyone the best quality product so I had to rework some stuff. Shooting may happen eventually, but it would probably only be the animation support, not the actual shooting code.
Hi have you tried this pack with weapons ?
I have two questions. Have anyone tried to work this out with iKinema Plugin? For IK animations?
Second - If You use non-root motion - it means that the capsule is updated to fit the character motion? Thats a first I've seen in UE4. So the speed would be tied to animation transition and speed? How much process power does a single pawn take in ms terms?
I haven't tried Ikinema, but I dont see why it wouldn't work. They just use drag and drop nodes in the animgraph, and the skeleton uses the proper IK bones.
By non-root motion, I mean that the capsule moves on its own and is unaffected by any animations. The capsule is controlled directly by player input for maximum responsiveness and control. The AnimBP simply gets information on how the capsule is moving, and plays animations accordingly. A single process takes around 16ms I believe. Its pretty much the same as the default third person template.
16ms on this foot reposition and all offsets is damn impressive :)
Having a switch movement type already in place is also a nice feature. I will have to purchase it in the nearest future. when winter-break ends and everyone get back to work :)
by the way - I had my answers form some of your other videos.
Most questions people ask here on on marketplace could be soved by a series of 10-15 totorials - all of them 10 minutes long max. ;) you should consider it.
Can you make a in depth tutorial on this please.
Amazing, but is there is anyway i could add it to a project not create a project
Does the documentation you've written contain a 'porting' kind of guide where it goes through the steps of getting a character (with different animations/skeleton) into the system?
Not currently, but I'm thinking of adding it soon. It would pretty much be done the same way as the Third Person Template provided by Epic, and there are many tutorials out there that show how to re-target and reuse animation blueprints. I do have various tips in the documentation for creating your own animations to work with this system, however in hindsight I probably should have included a brief walk-through on how to set it up with a different character :)
Yeah, i'm familiar with the process in the stock locomotive, there's just a lot of extra blend spaces and stuff that look like they need setting up that something to reference will have been handy.
I'll purchase this when I'm back on unreal. Thanks for the answer :^)
Do documentation are usable to create the same project from "zero" or it has more description purpose?
Its more descriptive in purpose, however you could just copy the blueprints piece by piece and rebuild it that way.
im soooo tempted to get this BUT I would like to know how easy it is to swap in my own character and maybe swap out/ change the animations to the ones that I have with my own character, the animations I have for my character are quite stylized BUT I love so much of this like the stopping of the character and the feet placement and the seamless getting up from rag-doll.
I designed this system so animators could do exactly that, so it is most certainly possible :). However in the end it would really all depend on your experience with UE4, and your ability to create your own animations. Its also possible to retarget some of my animations on to your skeleton, but that depends on if your character. The stopping transitions are actually done with a few easy to make animations, and are synchronized with the walk cycle using an anim curve. You could easily create your own custom animations to get the same results, and I would suggest studying the example animations that I have provided in order to make animations that work the best with the system. I have also provided documentation that gives a few animation tips for creating your own assets, so I would definitely check that out as well.
You can also email me at any time if you have any questions or run into any problems :) (support email on store page)
Hope this helps you decide!
Thank you for the reply, I might still send you a email with a few more questions, cheers :)
Can you add sockets with weapons
could do a tutor change into other character?
I saw you bump up the speed of the player,in an older video, a while back. When you did it the animation speed played at the same rate as the player speed, is that also in this pack?
Yep! Its actually just a feature that is in the blendspace settings. You can choose an axis to scale animation rate.
LongmireLocomotion that's great!!! I'll pm if I have any questions over it.
Any chance you can do this in Unity?
How are there so many people making game projects here? I am reading the comments do people use these mostly for fun and private projects or are these just that many people developing their own games
Great work :), any chance to see animation prediction like paragon? I believe another guy on youtube had this working with kubold animations, BP Only, your pack is awesome enough already, looking forward to buy, but if you plan to do any prediction stuff, count a instant buy from me :).
Hey. I believe I spoke with the guy you were talking about regarding the animation prediction stuff. Since the Paragon team uses C++, they created custom animation nodes and can do things that aren't available in BP yet, such as the prediction stuff with the animation curves. There is a workaround by creating timelines and custom curves, but it is a bit complicated. Its possible that I may work on animation prediction in the future. I chose to not do it as of now, because it requires specific start and stop animations that are easiest to do with mocap, and I wanted to make this system user friendly for small studios that key-frame everything.
Okay thanks for clarifying, i will keep an eye out and thanks for all the effort :).
Hi! I'm a cg artist by trade, but am pretty new to ue4 so this may be a pretty dumb question haha. I was just wondering if there was some way for me to add in things like crouching, crawling, etc. into your system? Thank you!
Yes, this system was designed with expansion in mind. Ive made things easier for V2, and I plan to do a tutorial series on how to add things like that.
Wow thank you very much for the quick reply! Excellent, I'll keep my eye out for V2 and purchase it.
What about Idle animation? Character not breathing at all while standing still, and it looks like a doll, wierd. Any chance to fix it? Also what about crouch animations? :) BTW great pack.
I was just about to buy this system but thought about the exact thing and I notice that there would be V2 coming soon, so I hope.
Hey, I originally designed this with other animators in mind, and so the pack is more about the System than the individual animation assets. The animations provided are meant to be example / template animations that other animators can switch out later. I will take this into consideration and perhaps add an additive idle that plays over top of the poses.
One question please, what's the advantage to avoid root motion in your system????
It gives the player direct control over how the character moves for more responsiveness. It also allows you to tweak the movement of the capsule (acceleration, friction, deceleration, etc) for flexibility.
Rugdoll replication and you wallet will be spammed ) great work)
a demo would be nice. do you plan to add climbing/vaulting ?
Depending on the success of this system, I do plan to expand upon it and add more functionality in the future (If I get time away from school) Nothing is set in stone but it is a possibility. I also am debating releasing a demo.
thx for the fast reply mate :) damn smooth transitions by the way, looks gorgeous. If stuff like stairs (lifting feet) and climbing/vaulting would have been included - I'd pay even twice as much. but 60€ would have been acceptable with lifting feet... :(
Yeah IK (used for that kind of stuff) can get pretty tough. But again It could come at a later date.
You displayed two movement speeds here, the jogging and the walking speeds. Is there any speeds in between? Maybe a fast-paced walk? Or can the walking animation simply be made faster?
Well the locomotion animations are put in a blend-space, and blend
together. So if the speed of the capsule is between a walk speed and a
jog speed, the animations will blend together. Of course you could
create more animations to play at different speeds if you'd like, but
its not necessary. If the capsule speed is lower than the walk speed,
then the walk animation will play slower, and if the speed is greater
than the jog speed, the animation will play faster. Hopes this makes
sense!
That does, thank you!
Is IK Foot Placement included in this pack?
Not yet. But soon.
The jumping portion did not look very smooth, but the rest of the animations looked really smooth and fluid. Nicely done.
Yeah jumping can be really tough to get right. Its more about the system than the individual animations though.
It would be nice if they would have fixed that in one of the many updates. Great work though. I really like how the animation for turning is fluid. :)
Fixed what in many updates?
The jumping. Are you not referring the UE4 as the system in this case?
No, I meant my locomotion system. The marketplace pack is more about the system than the individual animation assets. It was mainly made for other animators to use. The animation assets provided are more or less like example animations.
i hope crysis 4 will use this engine
Do you know if this will work with SimpleMoveToActor? I've noticed a few of these locomotion systems are controller based (needing direct input from the player). Do the animations work from velocity or from controller input?
The animations work from Velocity. The AnimBP just reads certain info from the pawn and uses it to play animations. There are a few features that use the movement input vector, but it functions fine without it. You can still tweak and change things to suit your needs.
I just bought it and I am SUPER impressed with it all. Thanks!
I'm having an issue with retargeting. Animations and all work just fine, but when I turn the mouse (state 1) the character rotates on his x axis (does a cartwheel). Have you run into this problem before?
Yeah thats a common problem. It happens when the root bone on your skeleton isnt oriented the same way as the mannequin skeleton. In the animgraph, find the Rotate Root Bone node and change the input to pitch.
Thank you. You deserve an award for being so helpful. Two more problems have arose: jumping in state 1 always has the character face north. And when in state 2 and rotating in place, the feet do not move (like the character isn't stepping to rotate.) The character behaves like they were as in he looks to the left/right, pauses then rotates but the feet do not move. Thanks for all the help my problems come from my model not your assets, they are perfect!
How can i do like this
Are the animations from the video included or is this just the system that plays them?
All of the animations are included :)