Features:

  • Generates procedural Turn in Place Ik-Based motions at runtime to rotate characters in arbitrary angles for any animation without feet sliding
  • Contains an Actor Component that encapsules most of the functionality, as well as 2 Control Rigs (one for UE5, one for UE4)
  • Allows full customization of the procedural animations (Step height, step duration, max angles, etc.)
  • Can be implemented in any project in minutes

Number of Blueprints: 10 (but only 3 are required, the rest is for showcase purposes)

Input: Uses Default UE5 Enhanced input

Network Replicated: Yes

Supported Development Platforms:

Windows: Yes

Mac: Yes

Documentation: Right click on the Documentation folder > Show in explorer (PDF Manual) + Youtube tutorials

Changelog:

  • v1.0: Initial release for UE 5.1
  • v1.1: Added support for UE 5.0 + Project cleanup
  • v1.2: Added network replication, added footstep functionality examples, simplified integration. Fully redesigned the ControlRig and TurnInPlaceComponent code to bypass a UE5 bug that prevents “SetVariableFromString” from working in some packaged projects

特征:

  • 在运行时生成基于Ik的程序性旋转运动,以任意角度旋转任何动画中的角色,而无需脚滑动
  • 包含一个封装了大部分功能的Actor组件,以及2个Control Rig(一个用于UE5,一个用于UE4)
  • 允许完全自定义程序动画(步高、步长、最大角度等).)
  • 可以在几分钟内在任何项目中实施

蓝图数量:10个(但只需要3个,其余用于展示目的)

输入:使用默认UE5增强输入

网络复制:是

支持的开发平台:

Windows:是的

Mac:是的

文档:右键单击文档文件夹>在资源管理器中显示(PDF手册)+ Youtube教程

更新日志:

  • V1.0:UE5.1的初始版本
  • v1.1:增加了对UE5.0+项目清理的支持
  • v1.2:增加了网络复制,增加了脚步功能示例,简化了集成。 完全重新设计了ControlRig和TurnInPlaceComponent代码,以绕过UE5错误,该错误阻止”SetVariableFromString”在某些打包项目中工作






Now fully replicated

The Procedural Turn in Place system generates IK-Based Turn in Place motions to rotate humanoid characters, at any required angle, automatically projecting the feet position for 2-3 steps required to execute realistic motions (and then moving the feet towards them while rotating the character appropiately) . It can be implemented in any character-based project in a few minutes and adapts to any Idle Animations. It can be used for any UE4 or UE5 based character.

Youtube preview

Features & Integration Guide (old)

Updated Integration Tutorial

New: Integration with TopDown template

  • Steps are automatically calculated depending on the rotation angle and the user can easily configure the max rotation range, step height, duration, timing, and cooldown. The Step Duration is defined using intuitive curves and allows very different animation styles that can convey character weight, size, etc (refer to the above video which shows standard characters rotating at normal speed and a giant mannequin rotating slowly).
  • The step height automatically adapts to different character proportions, and can also be customized inside the control rig using distance Curves.
  • The implementation requires adding a simple Control Rig node, an Actor Component, and copying/pasting some simple functions into your own character blueprint. A complete 12-page PDF document with detailed instructions is included, as well as video tutorials.
  • The product also includes, for free, 16 Strafing animations (8 for the UE5 mannequin and 8 retargeted) and some additional Idle Animations as examples. It also includes a simple AimOffset solution that doesn’t require additional animations to work, and basic bow+arrow meshes.
  • Fully replicated

This product was inspired by the amazing 2014 GDC talk “An Indie Approach to Procedural Animation” by David Rosen seen here: https://www.youtube.com/watch?v=LNidsMesxSE

现在完全复制

程序性原地转弯系统生成基于IK的原地转弯运动,以任何需要的角度旋转人形角色,自动投影脚的位置,以执行真实动作所需的2-3个步骤(然后在适当旋转角色时将脚向他们移动)。 它可以在几分钟内在任何基于角色的项目中实现,并适应任何空闲动画。 它可用于任何基于UE4或UE5的字符。

Youtube预览

功能及集成指南(旧)

更新的集成教程

新:与自上而下模板集成

  • 根据旋转角度自动计算步数,用户可以轻松配置最大旋转范围,步高,持续时间,时间和冷却时间。 步骤持续时间使用直观的曲线定义,并允许非常不同的动画样式,可以传达角色的重量,大小等(请参阅上面的视频,该视频显示标准角色以正常速度旋转,
  • 步高自动适应不同的字符比例,也可以使用距离曲线在控制钻机内部进行自定义。
  • 实现需要添加一个简单的Control Rig节点、一个Actor组件,并将一些简单的函数复制/粘贴到您自己的角色蓝图中。 包含完整的12页PDF文档,其中包含详细说明,以及视频教程。
  • 该产品还包括免费的16个扫射动画(8个用于UE5人体模型,8个重定向)和一些额外的空闲动画作为例子。 它还包括一个简单的AimOffset解决方案,不需要额外的动画工作,和基本的弓+箭头网格。
  • 完全复制

本产品的灵感来自David Rosen在这里看到的令人惊叹的2014GDC演讲”程序动画的独立方法”:https://www.youtube.com/watch?v=LNidsMesxSE

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