Making ALSV5 - Project Ready - Game Animation Sample Layering
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- Опубликовано: 30 июн 2024
- GitHub Project : github.com/PolygonHive/GASP-ALS
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I've finally managed to merge the Game Animation Sample and ALS Layering System. I ported all of ALS Layering Overlays and everything looks great. Now let's make some cool games!
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Twitter: / anas_tronaut
LinkedIn: / anas-el-ferachi
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The project is finally ready! I hope it'll help you make some cool projects 😉
Don't forget to subscribe. There will be more cool updates coming!
Hello, do you have a discord?
DABFarrow
Hey no Discord yet but will be working on one soon 🫡
The weapon_r bone doesn't actually exist on the ALS_Manny. It's the IK_Hand_Gun bone actually. I've heard they added some new tools to the IK Retargeter though? I haven't really checked. I seen in some video but I thought I saw something that allows you to constrain bones to other bones. Even if that's the case though the IK_Hand_Gun bone or Weapon_R whichever you choose to use would need to be manually adjusted on all of the animations. While the IK_Hand_Gun may not seem necessary I do believe on some of the poses they are actually rotating it to prevent the need to bend the wrist at extreme angles. You could transfer that to the Weapon_R bone though. Personally I prefer it over the old IK Bones.
Thanks for the explanation buddy. Love your videos by the way.
I updated it using just an additive layer in the poses for weapon_r bone. It works well and avoid the need for a bunch of sockets 👍
Wow,you weren't lying. You relased it in exactly 1 week like you said. Great work!
Thanks buddy! Someone had to do it ^^
@@PolygonHive hey man ,,,mabe a noob question :)) ...but how i play the upper body animation in the game anim sample ? ...(yes i added upper body on the anim, and yes i added the upper body slot in the animBP) but seomething seems to not work is not playing the upper body and still sliding :))
So nice of you to do this, I hope you update it when they release the new version. You are the other half of the package for what we need! Amazing! The most exciting feature that I hope they prioritize is implementing the new character mover 2 component so you don't have heavy de-sync when testing in multiplayer and the network emulation tool. (Currently with the stock cmc its not useable in multiplayer)
Thanks buddy!
Yeah I will be keeping it up-to-date and adding some things to it.
And yeah I would love a Mover 2.0 implementation but currently Motion Matching Trajectory is hardcoded to Character and CMC classes :(
I've been trying to do this myself to no avail. Thank you so much!
Glad I could help!
This makes me so happy!!! Well done!
If you're happy, we're happy 😃
The legend himself!
This is truly amazing. Thank you for your dedication in integrating these two systems. You really saved me a ton of time. I can't thank you enough!
Thanks for the support! Glad to help 🙏
Damn, this is cool to see working. I am probably too deep to change now, but will consider it.
Thanks buddy! Yeah switching is not always the right decision depending on how advanced you are in a project.
Absolutely amazing!
Thanks 🙏
Amazing work bro, I would love to see a Tutorial on how to add more overlay or modify them, like I love the stance while walking of the 2H gun, but while running the animation of the 1H looks way better, I would love to understand how to properly modify 2H to make it have the running animation of the 1H. Or add limping to the injured overlay, or something like a baseball bat stance with a hit animation, I have amazing ideas but as a beginner I don't know how to properly apply those and integrate them in a way I understand and can easily work with and the way you present it, you seem to have make it "very easy" to work with but my knowledge is limitated ahah
Again, amazing work bro Epic should contact you if they didn't have yet
I will be making some tutorials on adding and configuring overlays, indeed it's pretty easy 👍
For now if you want the 1H run pose in 2H. You can just go to ABP_Overlay_Pistol2H and replace that pose in the details with the 1H one 😉
you sir have made lots of peoples lives easier. Thanks
Just doing my part for the community 🫡
awesome job, only thing id say to add is Prone crawling and prone rolling anims blended and it should be perfect for nearly any third person starter game content. Though only works for guns as a bow clips to much for prone so id say block prone or force hide bow when going prone.
Thanks! I will keep updating the project with more locomotion mode and stances over time 😉
Thanks alot!
YOU ARE A CHAMPION!!!!!!!!!!!!!!
Thanks haha 🙏
Awesome! Do the mechanics like catching a ledge while falling apply to the player controller now too?
the real treasure here is learning how to doit... cause then you can implement whatever you want (magic, melee, DOG PETTING) into your game.
Thank you so much for the explanation. I hope yu continue directing the Motions Matching system, cause I've tried, and now I own a burn potato for a pc
I'll try to make a tutorial on how to add an overlay state to the system ;)
@@PolygonHiveIf you do I'll have to subscribe! Very much need this!
Really amazing stuff! I can't thank you enough.
You're welcome 🫡
nice work mate :) really cool :D just wondering about procedural edge detection ? if i remember correctly ALS had a way of dealing with all various heights of ledges to climb upon but in the anim sample they seem to use a an actual hitbox per edge is this correct ?. but would love to know more about this specifically thanks again for this :)
This video was recommended for me, and help me much, +1 sub. Keep helping the community you´re doing a amazing work!
Thanks buddy! Glad to be of service!
Great Work, i loved the results ❤
Thanks! Glad you like it!
Thanks man great Work
Happy to help
Omg..😮 this is super complex and very impressive 😅 i though id try add a new mesh like i managed to do in the original anim sample project but this is a completely different setup, over my head.😂 if you would consider a small tutorial at some point that would be amazing!
Normally it's not that different from the original project to add your own characters but I will be making some tutorials soon 👍
@@PolygonHive it was the same until i got to adding the retargeter name to the anim bp i couldnt find it anywhere lol
That's awesome man, thanks you
You're welcome!
Nice!! Looks awesome!
Thanks!
@@PolygonHive No problem!
Gran trabajo!!
Awesome work!
Thanks a lot!
wow super cool. Can you make tutorials step by step? ty
Cool !!!
Nice job !
i will check it now
Thanks! Have fun ^^
@@PolygonHive oh shit :)) and i started my project with some lyra databases and adding some als stuff but this is LOL :))) ....now how can i move my character stuff from there to this one without alot of work? :)))))
Can you maybe make a tutorial for everything you made?
Great work bro... 👌
Thanks buddy 🙏
Thank you for sharing this project. I'll check this out. I'm quite sure that ALSv4 rig has no weapon bones. If so, you want to include weapon_r and weapon_l in the IK rig as retarget chains, and both skeletons, source and target, must have weapon bones. Alternatively, you can add a node transform bone inside the anim BP and apply the rotation offset. Or, worse, edit the anim sequence with an FK control rig, and add an additive layer with the desired rotation offsets, it can be a tedious process if you have many files to edit.
You're welcome!
Yeah ALS doesn't have weapon_r/l it has hand_ik_gun bones but event those didn't retarget properly to the new mannequin. The node transform could be a nice solution 👍 I really really don't wanna go through FK control rig for all those poses ^^
@@PolygonHive No problem, I'll see if I can find other options. Keep up the good work.
I've been playing with your project and i love it man, thank you so much! I was trying to make an AI blueprint use the animation blueprint of the sandbox character but it doesnt move with the animations. Any hint on that?
Haven't tried AI at all yet but I may give it a go in the future 👍
Thanks for sharing! any plans on adding the first person camera like the one in ALS4? Will try to figure out how to do it on my own of course but any help to put me in the right direction will be appreciated :)
The camera system in ALS is pretty complex. It's using an AnimBP to control the camera. But I think that could be achieved in a more simple way. There are some devs on X and YT that already tried I think 😉
Absolutely great work!
Thank you so much for sharing your project.
I would like to inquire if you know how to avoid the shaking during the turn in place. There seems to be a little bug somewhere that makes the character turn smoothly. And....Sub! 🙂
That's one of the things I am still looking at 👍
You are amazing bro! Are you able to do a tutorial on how to be able to make the guns shoot?
I don't plan to have a full weapon system there, it's supposed to be focused on locomotion and animation but this should work with any existing gun system
GOATED!
👍👍
after looking around a bit, i noticed there is no turning anims for crouch inside the GASP side. maybe that is the issue with the crouched overlay tip. also, as a personal preference, i disconnected the movement stick mode select node inside get char gait and plugged straight to the full stick bool in the character bp to get more of an older blendspace type feel of motion, instead of having to press a button for walking, which, to me, also stiffened up the feel of the locomotion as well. but i'm going to look into the crouched 180's and see. just made the move to 5.4 today so can't make any promises, though not green to als at all so we'll see. :)
Yeah crouch is still work in progress and has no turn in place for now 👍 interesting gait idea, I'll try that as well 😉
@@PolygonHive so i have added crouching tip and i feel i am | | this close to figuring it out. it wants to turn but something is stopping it from updating. it will update in the chooser to crouched tip but will get stuck and won't play unless you force update by pressing sprint or something. it will then turn and return to idle as expected each time you do this. not sure what's going on there. being new to this style of abp it's taking some figuring out to find the issue
--- strike that, just figured it out, was missing a "should turn in place" node in mminterupt mode , i now have crouch turn in place working perfectly!!
ruclips.net/video/lB_MV_aXpyY/видео.html excuse the animations, they don't line up to the uefn idle animation so they look a little funky
You are a saint. Im wondering what the process to get these animations applied to other armatures. There are a few good tutorials on that but wouldnt the process be different for this system? Im not sure, a tutorialmwould be amaaaazing
Thanks mate! I think you can use the runtime retargeting features (copy/retarget pose from mesh) the project already has different characters that you can switch between ;)
@PolygonHive Oh look at that, thanks for the new knowledge!
Purple bro
thanks g
Much +rep oh wow
I'd be curious to see the difference in complexity and efficiency between this and a layered control rig approach (new with 5.4)
Never tried the layered control rig, I would be interested as well
have him enter and interact with a car too
Well... we never know what's coming in the future ;)
Working on this now.
I have been working on this myself with the City Sample vehicles. The only issue I'm having is getting the character position to be aligned with the steering wheel in any vehicle they enter. If anyone has any suggestions on how to correct this, it would be greatly appreciated.
ruclips.net/video/ZiGHAuBOyII/видео.html
This looks really cool! I think hand IK should help you there 👍
hello i gave a question, how to make your character only using the default animation style, like without rifle and all that stuff
hi, there is a tutorial of how i can shoot with the pistol? i'm a newbie to unreal engine
do you plan of creating some transitions between the states like blending bones or something like that? I think you didn't do that already because you are using different anim graphs
anyway you did really a good job. Maybe one day epic will hire you as animator :)
Yeah I will look into that. I know ALS-Refactored has something similar so I am planning to take a look there.
But if we use some equip / unequip montages while switching items it wouldn't be needed
SUB!!! Oh wait. I already sub yours sometime ago. 😅
Wanna point out the binoculars (1:53) too low. It's not at eye position. I'm using metahumna. Where to edit this so I can push it up or down? Thanks. 😊
Will you be doing the AI next? It's not fully ALSV5 without the AI since ALSV4 have that. 😁
Thanks a lot!
So for the binoculars, you can edit the pose pretty quickly and lower the hands position. I didn't have the time to edit all poses for the new UEFN mannequin after retargeting.
AI Should be failry easy to setup so I may look into that in the future but there are some other things on my list first :)
Holy shit brother good job.
Thanks bro 🫡
I try to use it with my character (based on UE4 manny) but my hands are waaay off, am i doing something wrong? Btw this is incredible hard work, congratulations!
I think it's because of the runtime retargeting, the objects are attached to the UEFN invisible mannequin and you are retargeting the animations at runtime to the UE4 Manny. if you want to fix this you need to attach the objects to the UE4 Mannequin instead and create the required sockets on that skeleton.
so i downloaded and started the project but for some reason it says there's an error when I press play and its all related to something called evaluate chooser saying it no longer exists?
nice bro
Thanks
How do we blend between the poses? As is it snaps to the new pose instantly without blending so it will be very noticeable switching between poses during gameplay.
Still looking for a solution to that. I'll check how ALS-Refactored did it 👍
Hi, will ALS become obsolete because of Motion Matching? I am new to UE and just want to understand what I should use for my game. Much thanks!!
How do I get this ? I downloaded the zip file from Github and it's and empty UE5 project ?
How do I change the animations? I'm a beginner, if we could talk, it would be great.
I will try to make a tutorial soon 😉
How difficult would it be to implement ledge climbing, narrow path walking etc stealth style feature?
It depends, if you want to do those the old standard way, it should be same as with any locomotion system. With Motion Matching it would require a bit more research.
Are theese animation network replicated like als refactored in github?
I had a question that im sure you might know the answer to. When you are crouched near the wall, and hit spacebar while walking forward. The character phases thru the wall. How would I fix this? Is this simply fixed using a boolean like "canmantle"?
Crouch animations are still all work in progress and will be fixed with the future update to the Game Animation Sample with UE 5.5 👍
Do you know how to add single animations like sword strikes or gun reloading?
That would be done through animation montages 👍
how would you add the enter car animation or the pick-up weapon animation?
For cars I've never done that but there are some tutorials on YT that show that. For pickup animations you would play a Montage while switching the overlay. Lyra does this with their weapons 😉
@@PolygonHive i have a alsv4 project that was made in 5.3 where i imported the enter car, pick-up shooting and everything.. i really don't understand the new animation system and how to import it. I have watched your 2 videos 100 times and i don't really know man. I have a big project in my country and this keeps me on place.. do you think you can help me?
If you are talking about IWALS I think the creator is planning on including motion matching in his next release. Otherwise, you can't just add something like entering cars easily it's an entire system. If your project is very advanced it may be not a good idea to change locomotion.
I HAVE A LOT OF WORK ALREADY ON THE ALSV4 SYSTEM WILL THIS WORK IF I ADD WHAT U HAVE DONE?
It's not gonna be automatic. This is very different from ALS under the hood.
Hello My friend well done I have just one Problem : PLease make one that from city sample get the fly in thign when you press f and add to this one 💖
Thanks buddy! I am not planning on adding non-locomotion things to the project to keep it simple. But I think that shouldn't be too complicated for you to migrate ;)
Is it network replicated?
Mate, I'd love to donate to this project! Could you make a link?
Thanks a lot man! I added the buymeacoffee link to the description if you'd like to support 🙏
probably very stupid question here, but how does this benefit people? Like how does this help me make a project, I've only been learning UE5 for 2 months now so I did load up this project, and it was very cool I just don't understand how to take this and make it my own, is it just meant to be a template for me to retarget my character to, and use as a base for great animations and movement?
It is meant to be used in any project and you can easily retarget to your character. But if it's only been 2 months since you've started unreal, this could be a bit advanced still.
Will there be a cover animation?
I need to find some free to use cover animations for that since I cannot use marketplace assets for a github project but I may look into that in the future 👍
@@PolygonHive alsv4 had a cover anim
It doesn't have cover, maybe some other ALSV4 based project has them
Is this replicated?
Not yet, hopefully in the future 👍