FEATURES:

Manual and automated adaptive crouching in modular form that can be added to existing characters.

Choice of animation blending of procedural crouching to suit the needs of the character.

Head leaning to avoid overhead obstacles.

Optional adjustments to procedurally animated crouching based on ground slope, ‘aiming’ states and movement dependent.

A demo map to illustrate functionality of adaptive crouch (also for download as a playable demo)

Number of Blueprints: The core components consist of: 2 blueprints, 2 x animation blueprints, 2 structs, 3 curves and an Enum. The demo assets are essentially starter assets, a few Lyra animations and 2 blueprints, 4 modified animation blueprints, 2 control rigs and a static mesh (made as an example for this asset and free for use).

Input: Demo scene is setup for keyboard mouse only, but will work with whatever reasonable input is chosen.

Network Replicated: Yes

Supported Development Platforms: Windows.

Documentation Link: https://drive.google.com/file/d/1y5hcqN5Q8B6GvLGhWCfYX5JiQkPdHTJi/view?usp=sharing

Important/Additional Notes: The procedural animations are set up against the UE5 mannequin and it should be expected that optimisation and change will be required for alternate rigs.

 

特征:

手动和自动自适应蹲伏在模块化的形式,可以添加到现有的字符。

选择程序蹲伏的动画混合,以适应角色的需要。

头部倾斜以避免头顶障碍物。

根据地面坡度、”瞄准”状态和运动依赖性对程序动画蹲伏进行可选调整。

演示地图来说明自适应蹲伏的功能(也可以下载作为一个可玩的演示)

蓝图数目: 核心组件包括:2个蓝图,2个x动画蓝图,2个结构体,3个曲线和一个枚举。 演示资源基本上是初学者资源,一些Lyra动画和2个蓝图,4个修改的动画蓝图,2个控件钻机和静态网格体(作为此资源的示例,免费使用)。

输入: 演示场景是设置键盘鼠标只,但将工作与任何合理的输入选择。

网络复制: 是的

支持的开发平台: 窗户。

文档链接: https://drive.google.com/file/d/1y5hcqN5Q8B6GvLGhWCfYX5JiQkPdHTJi/view?usp=sharing

重要/附加注意事项: 程序动画是针对UE5人体模型设置的,应该期望对备用钻机进行优化和更改。

 

Adaptive Crouch Sense was created as a modular asset that could be added to a humanoid character that would provide the ability to auto crouch and adjust crouch height under varying height level obstacles. The aim is to enhance gameplay experience in a more dynamic and immersive manner. The system can also provide conventional fixed crouch states and blend between them.

Adaptive Crouching is achieved via blending of animation, or procedurally.

v1 brings a replicated asset.

The asset has been tested in default third person context and with other third party controllers such as Basic Locomotion System and Advanced locomotion Component v2.3. A knowledge of animation blueprints will be required to adapt to your project-specific setup. Further study with the experimental Game Animation Sample (motion matching) is required, please come to discord to discuss.

The asset has been tested with default UE5 mannequins and a metahuman on a SK_Mannequin rig.

Please check out the trailers, demos and documentation and feel free to visit the discord to discuss any concerns:

A demo Map to illustrate both methods of Adaptive Crouch is provided (see below).

Video Trailer.

Documentation.

Third Person Demo.

Discord for Support, feedback and community.

 

自适应蹲伏感觉是作为一个模块化的资产创建的,可以添加到一个人形角色,将提供自动蹲伏和调整蹲伏高度的能力在不同的高度水平障碍。 目的是以更动态和身临其境的方式增强游戏体验。 该系统还可以提供常规的固定蹲伏状态并在它们之间混合。

自适应蹲伏是通过混合动画或程序实现的.

v1带来了一个复制的资产。

该资产已在默认的第三方上下文以及其他第三方控制器(如Basic Locomotion System和Advanced locomotion Component v2.3)中进行了测试。 动画蓝图的知识将需要适应您的项目特定的设置。 进一步研究与实验游戏动画样本(运动匹配)是必需的,请来不和谐讨论。

该资产已在SK_Mannequin钻机上使用默认的UE5人体模型和元人进行测试。

请查看预告片,演示和文档,并随时访问discord讨论任何问题:

提供了一个演示图来说明自适应蹲伏的两种方法(见下文)。

视频预告片.

文件.

第三人称演示.

不和谐 提供支持、反馈和社区。

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