The Auto-UnEquip during traversals has now been addressed, only the item or items that was actually in holstered at the start of a traversal will now be Re-Equipped Afterwards.
I love GASP-DAO, absolutely top tier project! I changed traversals a bit and now, before ray tracing starts, my character has to holster his weapon first (1s animation). It adds a bit of realism but takes away some fun by slowing you down. My character also can't jump with weapon pulled out but I think it fits my project quite well.
Amazing one! I would be interested in your process of doing a pose retargeting, or a posture fix, to learn what kind of things we need to pay attention to!
Well for posture you simply don't Align the Retarget Pose. It's destructive, other then that you have no control over the posture outside of what it was in the character's default pose. You also don't have any control over the motion or posture issues related to the animations themselves without making your own. You can change the posture though for the poses and I may demonstrate that at some point. The are limits though as to what you can do without actually changing the animation itself.
Yeah it's all blueprints, c++ obscures things from people and while some may prefer it in C++ it's better for a public project to be in blueprints otherwise your cutting about 90% of everybody out of your project.
@@hotsauce7124 Some things actually do require an Animator believe it or not. A lot of the stuff you see that looks janky is what you get when you don't have one. That's what happens when you try to force animations to work for your system, that were not hand made for your system. Most everyone when getting started in game development approach it with a really naive perspective, thinking that there are plenty of free and paid animation sets and that you can simply use those and if they look good you will have a AAA animation system as long as you know how to force them to work. It simply doesn't work like that. I may add some stuff later on but it won't be anytime soon. I first have to find the time to get back to making Animations like I was starting to do a while back.
@@unrealdevop I can help you create the animations you need free of charge and yours to keep. I'm looking to learn how to integrate animations into GASP. If you would like some help with that I can do the animations for you if you can help me learn how to integrate new animations to create game play abilities through Blueprints, not C++. This might be a silly question, but is GASP different from ALS?
@@hotsauce7124 GASP uses motion matching and only includes locomotion animations such as walking/jogging/sprinting and crouch movement as well as jumping and some traversals. That's all GASP includes, as far as ALS it does not use Motion Matching, and all the animations were hand crafted by Caleb Longmire, the one that made the animation system. He made all animations in a very very very specific way so that they would be optimal for the Additive Layering Technique he used. As far as The Gameplay Ability System (GAS) that system 100% requires C++ it's not something you can build from Blueprints. There is one plugin that supposedly exposes a lot of it and tried to bring it to blueprints but it's a paid plugin that I wouldn't be able to include in my project and I am very unfamiliar with that plugin. To top it off I have next to no experience assembling GAS systems in C++, I have only worked with Lyra Based Projects and I have only had to work on those kind of projects a few times.
The Auto-UnEquip during traversals has now been addressed, only the item or items that was actually in holstered at the start of a traversal will now be Re-Equipped Afterwards.
Yes, Awesome update
I love GASP-DAO, absolutely top tier project!
I changed traversals a bit and now, before ray tracing starts, my character has to holster his weapon first (1s animation).
It adds a bit of realism but takes away some fun by slowing you down.
My character also can't jump with weapon pulled out but I think it fits my project quite well.
Yeah to get more fluid/realistic animation you have to sacrifice reaction time.
Amazing one! I would be interested in your process of doing a pose retargeting, or a posture fix, to learn what kind of things we need to pay attention to!
Well for posture you simply don't Align the Retarget Pose. It's destructive, other then that you have no control over the posture outside of what it was in the character's default pose. You also don't have any control over the motion or posture issues related to the animations themselves without making your own. You can change the posture though for the poses and I may demonstrate that at some point. The are limits though as to what you can do without actually changing the animation itself.
have u looked at the mutable plugin? incorporating that would be a nice direction as it is already part of unreal
I may look into it at some point. I haven't really had the time to even try it really.
May I ask, is this all blueprints using GASP? This is very cool.
Yeah it's all blueprints, c++ obscures things from people and while some may prefer it in C++ it's better for a public project to be in blueprints otherwise your cutting about 90% of everybody out of your project.
@ is it possible to add sword abilities, fighting abilities and climbing abilities?
@@hotsauce7124 Some things actually do require an Animator believe it or not. A lot of the stuff you see that looks janky is what you get when you don't have one.
That's what happens when you try to force animations to work for your system, that were not hand made for your system.
Most everyone when getting started in game development approach it with a really naive perspective, thinking that there are plenty of free and paid animation sets and that you can simply use those and if they look good you will have a AAA animation system as long as you know how to force them to work.
It simply doesn't work like that. I may add some stuff later on but it won't be anytime soon. I first have to find the time to get back to making Animations like I was starting to do a while back.
@@unrealdevop I can help you create the animations you need free of charge and yours to keep. I'm looking to learn how to integrate animations into GASP. If you would like some help with that I can do the animations for you if you can help me learn how to integrate new animations to create game play abilities through Blueprints, not C++. This might be a silly question, but is GASP different from ALS?
@@hotsauce7124 GASP uses motion matching and only includes locomotion animations such as walking/jogging/sprinting and crouch movement as well as jumping and some traversals. That's all GASP includes, as far as ALS it does not use Motion Matching, and all the animations were hand crafted by Caleb Longmire, the one that made the animation system. He made all animations in a very very very specific way so that they would be optimal for the Additive Layering Technique he used.
As far as The Gameplay Ability System (GAS) that system 100% requires C++ it's not something you can build from Blueprints. There is one plugin that supposedly exposes a lot of it and tried to bring it to blueprints but it's a paid plugin that I wouldn't be able to include in my project and I am very unfamiliar with that plugin.
To top it off I have next to no experience assembling GAS systems in C++, I have only worked with Lyra Based Projects and I have only had to work on those kind of projects a few times.