




Features:
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Completely data-driven.
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Supports UE4, UE5, and UEFN skeletons.
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Everything is component-based.
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Everything is replicable!
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Blend Mask.
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Simple IK Retargeter.
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High performance.
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All animations included.
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And more.
Code Modules:
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SLSCore (Runtime)
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SLSIK (Runtime)
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SmoothLocomotionSystem (Runtime)
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TraversalSystem (Runtime)
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FootstepSystem (Runtime)
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SLSCameraModeSystem (Runtime)
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SLSFreeClimbingSystem (Runtime)
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SLSSwimmingSystem (Runtime)
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SLSParaglidingSystem (Runtime)
Number of C++ Classes: 50+
Network Replicated: Yes
Supported Development Platforms: Windows, Mac.
Supported Target Build Platforms: “Win64”, “Mac”, “IOS”, “TVOS”, “Android”, “Linux”
Documentation Link: [English Document] [中文文档]
Example Project (Verification required): [Discord] [github] [gitee]
特点:
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完全由数据驱动。
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支持 UE4、UE5 和 UEFN 骨架。
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一切都是基于组件的。
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一切都是可复制的!
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混合蒙版。
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简单的 IK 重定向器。
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高性能。
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所有动画
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还有更多。
代码模块:
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SLSCore(运行时)
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SLSIK(运行时)
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SmoothLocomotionSystem (运行时)
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TraversalSystem(运行时)
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FootstepSystem(运行时)
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SLSCameraModeSystem(运行时)
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SLSFreeClimbingSystem (运行时)
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SLSSwimmingSystem(运行时)
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SLSParaglidingSystem(运行时)
C++ 类数量:50+
网络复制:是
支持的开发平台:Windows、Mac。
支持的目标构建平台:“Win64”、“Mac”、“IOS”、“TVOS”、“Android”、“Linux”
示例项目(验证必需):[Discord] [github] [gitee]
Disclaimer:
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All content shown in this demo is provided as a free sample.
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All animations included.
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Enabled Plugins:
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ControlRig – Enabled (for SLS IK)
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FullBodyIK – Enabled (for SLS IK)
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MotionWarping – Enabled (For Traversal System)
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PoseSearch – Enabled (For Traversal System)
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Chooser – Enabled (For Traversal System)
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Water – Enabled (For Swimming System)
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If the plugin works well for you then please be sure to leave a review letting us know what you liked about it.
Video Preview: [YouTobe] [bilibili]
Playable Demo : [Google Dirve] [pan.baidu]
Discord Support: Discord
Document: [English Document] [中文文档]
Example Project (Verification required – [Discord])
Tutorials:
Version 1.2 Tutorials (Bow/Katana/Protector/GreatSword/TwinBladesBundle): [YouTobe] [bilibili] (Need to import animation assets from Weapon Master)
Version 1.1 Tutorials: [YouTobe] [bilibili] (You’ll be able to integrate and use in minutes!)
SLS and TCF integration: Tempest Combat Framework – V2.0 Action Combat System (TCF) – Tutorial (YouTobe) / Tutorial (bilibili)
SLS and SGKV1 intgration: Survival Game Kit V1 (SGKV1) – Tutorial (YouTobe) / Tutorial (bilibili)
SLS and SGKV2 intgration: Survival Game Kit V2 (SGKV2) – Tutorial (YouTobe) / Tutorial (bilibili)
Full Video Tutorials:
1. BaseLocomotion: [YouTobe] [bilibili]
2. Integration into the third person template: [YouTobe] [bilibili]
Main Features
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Data-Based: All configuration data for the Smooth Motion system (Configuration Editor) is structured, not instantiated UObjects, maximizing performance.
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Data Configuration Editor: You can flexibly and intuitively configure the data you need, rather than editing it from a large amount of data in the Details panel.
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Scope: Supports UE4, UE5, and UEFN skeletons by default. It also works with any humanoid skeleton.
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Easy Integration: Simply change the character motion component class, integrate with a single integration component and animation Blueprint. This non-invasive integration eliminates the need to modify your existing character parent class. (Everything is component-based.)
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Easy to Use: All motion control and animation settings are centrally configured as data assets. Simple API calls allow dynamic updates of motion control logic and animation assets at runtime.
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No need to modify any animation sequences: Simply configure them in a data set, save (for MotionSets, you need to click three buttons and save the associated animations), and you’re done! It’s that easy.
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Easy Extensibility: SLS uses an animation layer interface, allowing you to customize animation layers and their settings via Blueprints/C++ and seamlessly replace them at runtime.
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Highly Adaptable: SLS uses Animation Blueprint templates, which are compatible with any humanoid skeleton and offer a flexible data configuration structure. Most animation packages in the marketplace can be used directly, and you can also create non-existent animations using the Masking system. Each new character animation package is simply a new data asset.
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Simple API: Based on your game logic, you switch controls/animations by switching MotionSets, MaskingSets, motion states, and rotation modes. The combinations are endless.
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Multiplayer Support: All features of this system support network synchronization, and we will continue to optimize and improve this support.
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Masking System: Similar to the Layering system in ALS, it is more independent, intuitive, and easy to use. It serves as the implementation of OverlayLayer in SLS. (The character’s poses are layered by controlling the blend weights based on each bone’s BlendProfile.)
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Rigorous Framework Design: After much deliberation, experimentation, and repeated iterations on the same feature, I believe SLS now has a robust framework that can easily support my future development plans.
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High-Performance Code and a Balanced Use of Blueprints and C++: SLS fully utilizes C++ and animation multithreading to minimize CPU usage. You don’t need to master C++ to use the system. For developers, it supports extensibility via both Blueprints and C++.
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Leverages UE5’s distance matching, direction warping, and animation warping systems for smooth motion effects, extending them as needed. So, you only need to edit data assets and save, eliminating the tedious configuration work!
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Auto Footstep System: Dynamically play different footstep effects (VFX/SFX/FootprintDecal) on different physical material surfaces, and automate footstep (VFX/SFX/FootprintDecal) setup without requiring a large number of hard asset references in animation sequences.
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Camera System: Includes a Blueprint-powered camera module that provides first/third-person and aiming camera modes (more to be added later). Additionally, you can customize any transition for smooth control of your character’s camera.
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Quick Retargeter: A tool integrated into the right-click menu of an asset in the Content Browser allows for quick animation retargeting between UE4, UE5, and UEFN skeletons. It can also be applied to your own humanoid skeletons!
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Traversal System, created using animations from Game Animation Simple.
免责声明:
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此演示中显示的所有内容均作为免费示例提供。
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包含所有动画。
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启用的插件:
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ControlRig – 启用(适用于 SLS IK)
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FullBodyIK – 启用(适用于 SLS IK)
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MotionWarping – 启用(适用于遍历系统)
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PoseSearch – 启用(适用于遍历)系统)
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选择器 – 启用(适用于遍历系统)
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水 – 启用(适用于游泳系统)
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如果该插件适合您,请务必留下评论,让我们知道您喜欢什么
视频预览:[YouTobe] [bilibili]
可播放演示:[Google Dirve] [pan.baidu]
Discord 支持:Discord
示例项目(需要验证 – [Discord])
教程:
1.2 版教程(弓/武士刀/Protector/GreatSword/TwinBladesBundle):[YouTobe] [bilibili] (需要从Weapon Master导入动画资源)
1.1版教程:[YouTobe] [bilibili] (几分钟内即可集成并使用!)
SLS 和 TCF 集成:暴风雨战斗框架 – V2.0 动作战斗系统 (TCF) – 教程 (YouTobe) / 教程 (bilibili)
SLS 和SGKV1 集成:生存游戏套件 V1 (SGKV1) – 教程 (YouTobe) / 教程 (bilibili)
SLS 和 SGKV2 集成:生存游戏套件 V2 (SGKV2) – 教程 (YouTobe) / 教程(bilibili)
完整视频教程:
1. BaseLocomotion:[YouTobe] [bilibili]
2.集成到第三人称模板中:[YouTobe] [bilibili]
主要功能
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基于数据:Smooth Motion 系统(配置编辑器)的所有配置数据都是结构化的,而不是实例化的 UObject,从而最大限度地提高性能。
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数据配置编辑器:您可以灵活直观地配置所需的数据,而不是在“详细信息”面板中从大量数据中进行编辑。
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范围:默认支持 UE4、UE5 和 UEFN 骨架。它还适用于任何人形骨骼。
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轻松集成:只需更改角色运动组件类,即可与单个集成组件和动画蓝图集成。这种非侵入式集成消除了修改现有角色父类的需要。 (一切都是基于组件的。)
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易于使用:所有运动控制和动画设置都集中配置为数据资产。简单的API调用允许在运行时动态更新运动控制逻辑和动画资源。
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无需修改任何动画序列:只需在数据集中配置它们,保存(对于MotionSets,您需要单击三个按钮并保存关联的动画),然后就完成了!就这么简单。
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轻松扩展:SLS 使用动画层接口,允许您通过蓝图/C++ 自定义动画层及其设置,并在运行时无缝替换它们。
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高度适应性:SLS 使用动画蓝图模板,该模板与任何人形骨骼兼容,并提供灵活的数据配置结构。市场上的大多数动画包都可以直接使用,您还可以使用Masking系统创建不存在的动画。每个新的角色动画包只是一个新的数据资产。
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简单的 API:根据您的游戏逻辑,您可以通过切换 MotionSet、MaskingSet、运动状态和旋转模式来切换控件/动画。组合无穷无尽。
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多人游戏支持:该系统所有功能都支持网络同步,我们会不断优化和完善这一支持。
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遮蔽系统:类似于ALS中的分层系统,更加独立、直观、易用。它作为SLS中OverlayLayer的实现。 (通过根据每个骨骼的 BlendProfile 控制混合权重来分层角色的姿势。)
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严谨的框架设计:经过对同一功能的深思熟虑、实验和反复迭代,我相信 SLS 现在拥有一个强大的框架,可以轻松支持我未来的开发计划。
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高性能代码以及蓝图和 C++ 的平衡使用:SLS 充分利用C++ 和动画多线程可最大限度地减少 CPU 使用率。您无需掌握 C++ 即可使用该系统。对于开发人员来说,它支持通过蓝图和 C++ 进行扩展。
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利用 UE5 的距离匹配、方向扭曲和动画扭曲系统来实现平滑的运动效果,并根据需要进行扩展。 只需编辑数据资源并保存,省去繁琐的配置工作!
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自动足迹系统:在不同的物理材质表面上动态播放不同的足迹效果(VFX/SFX/FootprintDecal),并自动设置足迹(VFX/SFX/FootprintDecal),无需任何操作动画序列中大量的硬资源引用。
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相机系统:包括一个由蓝图驱动的相机模块,提供第一/第三人称和瞄准相机模式(更多内容稍后添加)。此外,您还可以自定义任何过渡,以顺利控制角色的摄像机。
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快速重定向器:内容浏览器中资源的右键单击菜单中集成的工具,允许在 UE4、UE5 和 UEFN 骨架之间快速进行动画重定向。它还可以应用于您自己的人形骨骼!
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遍历系统,使用 Game Animation Simple 中的动画创建。

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