Features:
- Supports UE5/4 Mannequin and Metahuman skeletons.
- A modular component system to confer procedural hand placement.
- Dynamic sensing of specific objects.
- Targeted IK interactions with specific objects.
- Customizable for fine control of object interaction.
- Replication.
- IK interactions are supported by appropriate twist bones and the use of a post-process animation blueprint (see important note below).
- Demo map and objects to illustrate object setup.
Number of:
Blueprints: 34
Animation Blueprints: 3
Static Meshes: 43
Animations: 7
Materials: 10
Textures: 20
All core assets created for the asset (sound files from the engine).
Input: N/A (demo is setup for keyboard/mouse).
Network Replicated: Yes.
Supported Development Platforms:
Windows
Documentation:
Important/Additional Notes:
The IK makes use of animation blueprint post-processing and twist bones. This is dependent on the quality of the character model used and cannot be corrected by the asset. Most typically, the absence of good twist bone weighting will result in twisting of the mesh, particularly at the wrist (see extreme example in the documentation).
特征:
- 支持UE5/4人体模型和Metahuman骨骼。
- 一个模块化的组件系统,以赋予程序性的手放置.
- 特定物体的动态感测。
- 与特定对象的有针对性的ik交互。
- 可定制用于对象交互的精细控制。
- 复制。
- IK交互由适当的扭曲骨骼和使用后处理动画蓝图支持(请参阅下面的重要说明)。
- 演示地图和对象来说明对象设置.
数目:
蓝图:34
动画蓝图:3
静态网格:43
动画:7
材料:10
纹理:20
为资产创建的所有核心资产(来自引擎的声音文件)。
输入:N/A(演示是键盘/鼠标的设置)。
网络复制: 是的.
支持的开发平台:
窗户
文件:
重要/附加注意事项:
IK利用动画蓝图后处理和扭曲骨骼。 这取决于所使用的字符模型的质量,并且不能由资产校正。 最典型的情况是,没有良好的扭曲骨骼加权将导致网格扭曲,特别是在手腕处(参见文档中的极端示例)。
EnviroSense: Immersive Hand IK was created as a modular asset that could be added to a humanoid character that would provide the ability to interact with the gameplay environment in a more dynamic and immersive manner. Whilst procedural world interaction is the aim, the same system can be used to provide simple interactions with various gameplay objects, e.g. switches, levers and keypads, in the absence of dedicated animations.
EnviroSense is not a replacement for an animation driven IK enhanced specific action dedicated interaction system but provides an accessible multipurpose modular solution to procedural and targeted sensing of the gameplay environmental objects delivered through procedural IK and hand animations.
Hand placement can be fully procedural or driven by particular targets that can be controlled by end-user code. Object sensing is highly customizable: IK engagement times; hand specificity; single or both hands; position and rotational offsets; selected hand animations (samples included); smoothing of movements; hand movement types; and variable chance of interaction to reduce predictability)
v1.1 brings replication to the asset for multiplayer use.
v1.2 brought object caching to allow smooth recommencement of sensing when previously disallowed.
v1.3 brought an optional to make interactables conditional.
v1.4-5 minor bug fixes and quality of life updates.
Basic importation of and functionality of EnviroSense into Advanced Locomotion System V4 (ALSv4) and Advanced locomotion Component v2.3 has been confirmed.
A demo Map with demo objects and interactable objects is included for illustration purposes.
****IMPORTANT**** The IK makes use of animation blueprint post-processing and twist bones. This is dependent on the quality of the character model used and cannot be corrected by the asset. Most typically, the absence of good twist bone weighting will result in twisting of the mesh, particularly at the wrist (see extreme example in the documentation). ****IMPORTANT****
The asset has been tested with default UE5 mannequins and a metahuman.
Please check out the trailers, demos and documentation and feel free to visit the discord to discuss any concerns:
Video Trailer: https://youtu.be/CAmM49ctnwg
Replication Trailer: https://youtu.be/yzhJEdiG0xk
Migration Tutorial: https://youtu.be/UMvOcDMJZN4?list=PLezhcUrg6HXZbi6LJDsIV3zJZWfYHWVYe
Documentation: https://drive.google.com/file/d/1PM4D_ftMSLAuLEujUGm_JWHM9DsWYPI2
Third Person Demo: https://drive.google.com/file/d/1bc-CiIJiTQjdap5MnBZY_IOdEA1jU-1I
First Person Full Body Aware Demo (not included): https://drive.google.com/file/d/19ftrVhRXf2h7pimlyB4EzvCMQlhNF62g
(Note this first-person controller is not included as this demo was made with a modified version of the Advanced locomotion Component v2.3 and is included to show the utility of the EnviroSense asset only).
Discord for Support, feedback and community: https://discord.gg/Pf5Qk6cYb8
Website with contact form (e.g. if discord expired): https://dankestthings.wordpress.com/
环境感:身临其境的手IK 被创建为一个模块化的资产,可以添加到一个人形角色,将提供能力与游戏环境互动更动态和身临其境的方式。 虽然程序化世界交互是目标,但在没有专用动画的情况下,同一系统可用于提供与各种游戏性对象(例如开关、杠杆和键盘)的简单交互。
环境,环境 不是动画驱动的ik增强的特定动作专用交互系统的替代品,而是提供了一个可访问的多用途模块化解决方案,通过程序IK和手动画传递的游戏环境对象的程序和目标感测。
手的放置可以是完全程序化的,也可以由最终用户代码控制的特定目标驱动。 对象感测是高度可定制的:ik接合时间;手的特异性;单手或双手;位置和旋转偏移;选定的手动画(包括样本);动作平滑;手的运动类型;以及可变的互动机会,以减少可预测性)
v1.1将复制带到资产中以供多人使用。
v1.2引入了对象缓存,以便在以前不允许的情况下平稳地重新执行感知。
v1.3带来了一个optional来使interactables成为条件。
v1.4-5小错误修复和生活质量更新。
EnviroSense的基本导入和功能已被确认为高级运动系统V4(ALSv4)和高级运动组件v2.3。
为了说明目的,包含演示对象和可交互对象的演示地图。
****重要****Ik利用动画蓝图后处理和扭曲骨骼。 这取决于所使用的字符模型的质量,并且不能由资产校正。 最典型的情况是,没有良好的扭曲骨骼加权将导致网格扭曲,特别是在手腕处(参见文档中的极端示例)。 ****重要事项****
该资产已通过默认的UE5人体模型和元人测试。
请查看预告片,演示和文档,并随时访问discord讨论任何问题:
视频预告片: https://youtu.be/CAmM49ctnwg
复制预告片: https://youtu.be/yzhJEdiG0xk
迁移教程: https://youtu.be/UMvOcDMJZN4?list=PLezhcUrg6HXZbi6LJDsIV3zJZWfYHWVYe
文件: https://drive.google.com/file/d/1PM4D_ftMSLAuLEujUGm_JWHM9DsWYPI2
第三人称演示: https://drive.google.com/file/d/1bc-CiIJiTQjdap5MnBZY_IOdEA1jU-1I
第一人称全身感知演示(不包括): https://drive.google.com/file/d/19ftrVhRXf2h7pimlyB4EzvCMQlhNF62g
(请注意,此第一人称控制器不包括在内,因为此演示是使用高级运动组件v2.3的修改版本制作的,并且仅用于显示EnviroSense资产的实用程序)。
支持、反馈和社区的不和: https://discord.gg/Pf5Qk6cYb8
带有联系表格的网站(例如,如果discord过期): https://dankestthings.wordpress.com/
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