Making ALSV5 - Ragdolls and Dynamic Parkour - Download on GitHub

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  • Опубликовано: 25 ноя 2024

Комментарии • 31

  • @ThiagoLionheart
    @ThiagoLionheart 4 часа назад +3

    Very Laughs moments with Ragdoll in 3:25

  • @LFA_GM
    @LFA_GM 4 часа назад +2

    Great work! I found the ragdoll shipped with ALS v3 works better with replication, but has a bug for AI NPCs.
    For the weapon attachment issue when using custom characters, what I've experimented with Lyra Starter Game:
    1. On changing weapon, attach the weapon to the visible mesh's skeleton instead of the driving mesh (by attaching each weapon to a custom weapon socket, adjusted per weapon and per character). This step solves the issue of floating weapon.
    2. Send a notify to the driver's Animation BP to change the left hand IK of the driver mesh using blend by ENUM, but aiming to adjust the left hand offset of the visible mesh to the weapon, also adjusted per weapon and per visible character. In this case, the position of the left hand is defined by a socket placed in the weapon's skeleton, converting the weapon socket transform in world space to driver's local space.
    I hope that makes sense.
    Keep up the good work.

    • @PolygonHive
      @PolygonHive  55 минут назад

      Thanks a lot bro for the exhaustive response 🙏
      I'll definitely give this a try. I did the same on Lyra but without the IK thing. That could be the trick actually 👍

  • @cookie_doki
    @cookie_doki Час назад

    Some great progress!! Thanks for sharing

  • @toolsofcreation4777
    @toolsofcreation4777 3 часа назад

    thank you for the bloopers, made my day 😂😂😂😂😂😂

  • @NaoualElAouni-mf6sq
    @NaoualElAouni-mf6sq 5 часов назад

    👍👍

  • @abdoulraoufgambo
    @abdoulraoufgambo 2 часа назад

    Un vrai régal !

  • @Bakahira
    @Bakahira 3 часа назад

    Absolutly great work and a very fast update with usefull things my friend! Gratulation and Thanks alot! It looks amazing! Would be a hard work to integrate it again LOL. And the Funny Part looks exactly like the most Parts of my Game Dev Journey! Haha

  • @rohan_mayya
    @rohan_mayya 5 часов назад

    Super! Melee weapons next please (:

  • @0UTSIDER
    @0UTSIDER 2 часа назад +2

    It looks awesome. I would like to add a new overlay state "zombie" to use the same ABP for my zombies and give them ability to do traversal actions but I have some concerns about performance. Do you think it could handle ~50 actors, including players, without dropping FPS below 60?

    • @cookie_doki
      @cookie_doki Час назад

      If you had problems with performance maybe you could do some magical things like making a zombie horde out of niagara particles and then when they come within a certain distance of the player or collide with a player's bullets they could swap the particle to the normal actor. That could be a ton of work to make it work and look good but then you could have huge hordes of zombies in the distance.

    • @PolygonHive
      @PolygonHive  Час назад

      There is "Mass Entities" in Unreal which is made to handle huge hordes of "actors" But without an advanced system like it I wouldn't try to have 50 of these if they are just zombies. You can get good zombie locomotion going on with traversal which would be much simpler that this Motion Matching setup.

  • @TechCarnivore1
    @TechCarnivore1 4 часа назад

    3:38 breakdancing addon is looking great.
    I implemented first person but I am curious and look forward to seeing how you will implement it.

    • @PolygonHive
      @PolygonHive  55 минут назад

      Hahaha I was thinking the same when it happened. Breakdancing is now implemented 😅

  • @RahhmiPoofs
    @RahhmiPoofs 59 минут назад

    I'm hoping someone will eventually do a really good climbing system that supports ladders or hand/foot holds.

  • @newguma
    @newguma 3 часа назад

    If i not wrong, Skeleton Meshes also have "custom bones", so u can use maybe a tag for catch all SM with same "custom bones" names, but with different positions based on each Skeleton Mesh and not Skeleton as normal is.
    Sry that i cant confirm i still look at it for hobby but i'm trully busy for test.

    • @PolygonHive
      @PolygonHive  Час назад

      Yeah I'll get something working soon for that 👍

  • @azythegreat
    @azythegreat 19 минут назад

    Hmm, is the PA from ALS or...?
    The one I have in one of my GASP 5.4 projects uses the PA from ALS, but didn't recall it being stiff like yours - yours goes stiff and flat. I also notice the legs in yours bends the wrong way @3:08. Just saying. 🙏
    Ah, finally saw it @6:55... I thought that's a bug only one mine. At least I know it came with GASP.

  • @devmathur1410
    @devmathur1410 Час назад

    Hey, for the animations where can I add the cover system animations like taking cover animations and shooting from cover animations? melee takedowns for a 3rd person shooter game, crawling etc.

    • @PolygonHive
      @PolygonHive  Час назад

      There are some pretty good cover animation on the Unreal Fab Marketplace ;-)

  • @fenrirsulfr42
    @fenrirsulfr42 5 часов назад

    I wonder, how did you replicate the motion matching trajectory in this project? It is very smooth

    • @cookie_doki
      @cookie_doki Час назад

      I think the 5.5 GASP project already has replication for motion matching right?

    • @fenrirsulfr42
      @fenrirsulfr42 3 минуты назад

      @cookie_doki really? But how?

  • @lmplied
    @lmplied 5 часов назад

    ragdolls :D

  • @abdelrahmanamrali9551
    @abdelrahmanamrali9551 4 часа назад

    Can i make the character do an animation while in ragdoll? I want to make the Ragdolls be interactive and realistic

    • @abdelrahmanamrali9551
      @abdelrahmanamrali9551 4 часа назад

      Like euphoria physics

    • @PolygonHive
      @PolygonHive  Час назад

      I think Unreal has a system for that, physical animations but I've never tried it.

  • @DavidDhwane
    @DavidDhwane 4 часа назад

    Please fix the weapon hand ik :)

  • @boblep0nge927
    @boblep0nge927 3 часа назад

    how about a tutorial on how to integrate on our separate project (outside of the G.A.S project) i try to put it in my project and fail so spectacularly that i had to create a new project all together 😅

    • @PolygonHive
      @PolygonHive  Час назад

      There are tutorials on RUclips on porting GASP to another project, but I didn't try with this one. I'll maybe do one in the future ;)