Component based Crawling (prone) system with arms, animations and IK ground detection. Routes based on Splines.
基于组件的爬行(俯卧)系统,具有手臂,动画和IK地面检测。 基于样条的路由。
For component based system, use Unreal Engine 4.24+
For the legacy system, use the Unreal Engine versions 4.22 or 4.23
NOTE: Animations are not production ready, they might fit for your game, but you probably want to replace them by your own, with better rigging. There is a tutorial on how to integrate your own animations.
Number of Blueprints: 3 Characters (FP, TP and AI) + 1 component + 1 interface + 3 enums + 3 routes (base + 2 examples)
Network Replicated: No
Supported Development Platforms: PC
Supported Target Build Platforms: All
Documentation:
Component based: http://bit.ly/CrawlComponent
ALS (Advanced Locomotion System) v4 integration guide: http://bit.ly/CrawlingSys_ALS_implementation
Legacy: http://bit.ly/ue4-crawling-sys-docs
Important/Additional Notes:
- There are some situations with non desirable results, like too pronunced going downs or really sharp corners in the route (the arms don’t look realistic at all in those cases) but you should be able to fix it to fit your needs, for example improving the IK system that already comes with the pack.
对于基于组件的系统,请使用虚幻引擎4.24+
对于旧版系统,请使用虚幻引擎版本4.22或4.23
注:动画还没有准备好制作,它们可能适合你的游戏,但你可能想用更好的装备来替换它们。 有一个关于如何集成自己的动画的教程。
蓝图数量:3个字符(FP、TP和AI)+1个组件+1个接口+3个枚举+3条路由(base+2个示例)
网络复制: 非也。
支持的开发平台: 个人电脑
支持的目标构建平台: 全部
文件:
基于组件: http://bit.ly/CrawlComponent
ALS (高级运动系统)v4 集成指南: http://bit.ly/CrawlingSys_ALS_implementation
遗产: http://bit.ly/ue4-crawling-sys-docs
重要/附加注意事项:
- 有些情况下是非理想的结果,比如路线上的起伏或非常尖锐的角落(在这些情况下,手臂看起来根本不现实),但是你应该能够修复它以满足你的需要,例如改进已经随包而来的IK系统。
Website: nsabater.com
Contact: contact@nsabater.com
Discord: https://discord.gg/N4aUjsXBaG
Features:
- Spline based routes
- First & Third person character examples + AI
- Compatible with ALS (Advanced Locomotion System v4)
- Simple IK hand placement setup (hands adapt to the ground height)
- Examples for all
- Ground detection for first person arms
- Option to rotate by ground detection or spline point rotation
- Visual debugging options
- Double or single direction routes
- Per instance exit limit distance (distance to the end for the player to “take off”, for both sides independently)
- Per instance exit location (Where the player will move automatically when exiting)
- Auto interaction when approaching the entrance/exit
- Forward and backwards movement (backwards movement can be disabled per route)
- Configurable speed (independent for moving forward/backward)
- Camera shake on movement (is not an actual camera shake but rotation applied based on bone rotation, so you can control it from within the animation)
- Arm/Body animations can’t be stopped half the way (animation always ensures both hands are on ground)
- Arms/Body are orientated to the direction of the spline, letting you create routes of any kind
- Camera limits
网站: nsabater.com
联系我们:contact@nsabater.com
不和谐: https://discord.gg/N4aUjsXBaG
特征:
- 基于样条 路线
- 第一及第三人 字符示例 +AI
- 与ALS兼容 (高级运动系统v4)
- 简单 Ik手部放置 设置(手适应地面高度)
- 所有人的例子
- 地面探测 第一人称武器
- 通过地面检测或样条点旋转进行旋转的选项
- 可视化调试选项
- 双或单方向 路线
- 每个实例退出限制 距离(玩家”起飞”结束的距离,双方独立)
- 每个实例退出位置 (退出时玩家会自动移动的地方)
- 自动交互 接近入口/出口时
- 向前和向后 移动(每条路线可以禁用向后移动)
- 可配置速度 (独立用于前进/后退)
- 相机抖动 移动时(不是实际的相机抖动,而是基于骨骼旋转应用的旋转,因此您可以从动画中控制它)
- 手臂/身体 动画不能中途停止 (动画总是确保双手在地面上)
- 手臂/身体被定向到样条的方向,让您创建任何类型的路线
- 相机限制
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