All in one locomotion system with rich amount of features such as: ladder, swim, climb, prone, crawl, kneeing and many more

所有在一个运动系统具有丰富的功能,如:梯子,游泳,爬,俯卧,爬行,kneing和更多

Features: (Please include a full, comprehensive list of the features of the product)

  • Locomotion
  • Crouch
  • Crawling
  • Swimming & Following Waves
  • Ladder & Sliding
  • Climbing & Climbing over Edges
  • Kneeing
  • Crawling
  • Prone
  • Foot & HandIk
  • Rolls, Ragdoll, Gameplay Tags…
  • and many more

Number of Blueprints: 55

Number of Animations: 436

Input: Keyboard, Mouse

Network Replicated: No, no network support

Supported Development Platforms:

Windows: Yes

Documentation: Google Docs

特点:(请包括一个完整的,全面的产品功能列表)

  • 运动,运动
  • 克劳奇
  • 爬行
  • 游泳及跟随海浪
  • 梯子及滑动
  • 攀登和爬过边缘
  • [医]知识
  • 爬行
  • 俯卧撑
  • 脚和手
  • 卷,布娃娃,游戏标签。..
  • 还有更多

蓝图数目:55

动画数量:436

输入:键盘,鼠标

网络复制:没有,没有网络支持

支持的开发平台:

Windows:是的

文件: 谷歌文档










Ultimative Locomotion is universal and feature-rich locomotion package.

[Video Overview]

Packaged build to test can be downloaded Here

1.3 Update – Now with Metahumans! Integration tutorial

Ultimative Locomotion system has a lot of implemented features. So let’s go thru all of them:

Locomotion itself. Based on multi-directional blendspace, with sync markers, walk start, walk stop animation transition setups and inverse kinematics for the legs.

Crouches. System has default crouch movement and “crouch-run” movement posssibility. 

Also there is other crouch movement types included: Prone, Crawl and Kneeing. All of them unique and driven by rootmotion. All of them has necessary transitions, and turning in place animations. Yes, even for kneeing. And also there is idle-to-crouch, idle-to-prone / prone-to-idle…etc animation transitions as well.

Swimming. It’s not “just” swimming. There is two modes – on water and under water. Character during swim on water will stick and follow waves as it should be. It tok me a lot of time to figure out proper solution for wave following setup. And i did it so you don’t have to.

Ladders. Ladders system has all necessary setups. Character, based on hardcoded math functions stick to the ladder steps the way it should. There is climb up (to ground) from ladder and climb down (from ground) to ladder. Also fast sliding down from ladder is integrated. With transitions. Ladder movement has collision trace checks to prevent clipping into obstacles.

Climbing. Directional, following surface, jumps, climb up-down and all what you can expect from it. Also has climbing over corners. Ton of trace macro setups and functions are included so you can achieve your goals.

System has ik setup for hands and legs. And many more very powerful things. Like ragdoll, rolls, mantle to 1 and 2 meter surfaces… all what you want from locomotion is here. In one place.

Ultimative Locomotion是通用且功能丰富的运动包。

[短片概览]

打包构建测试可以下载 这里

1.3更新-现在与Metahumans! 集成教程

Ultimative运动系统有很多实现的功能。 所以让我们通过所有的人:

运动本身。 基于多向混合空间,具有同步标记,步行开始,步行停止动画过渡设置和反向运动学的腿。

蹲下。 系统具有默认的蹲伏运动和”蹲伏运行”运动的可拥有性。 

还有其他蹲伏运动类型包括:俯卧,爬行和Kneing。 所有这些都是独一无二的,都是由根动驱动的. 所有这些都有必要的过渡,并在原地转动动画。 是的,即使是kneeing。 还有空闲到蹲伏,空闲到容易/容易空闲。..等动画过渡以及。

游泳。 这不是”只是”游泳。 有两种模式-水上和水下。 在水上游泳时的性格会坚持并跟随波浪,因为它应该是。 它花费了我很多时间来找出正确的解决方案wave following setup。 我这么做是为了让你不必这么做。

梯子。 梯子系统具有所有必要的设置。 字符,基于硬编码的数学函数坚持阶梯步骤,它应该的方式。 有爬起来(到地面)从梯子和爬下来(从地面)到梯子。 也从梯子快速滑下集成。 随着过渡。 梯子运动有碰撞痕迹检查,以防止夹入障碍物.

爬山。 定向,跟随表面,跳跃,向上爬-向下和所有你可以期望从它。 也有爬过角落。 大量的跟踪宏设置和功能都包括在内,这样你就可以实现你的目标。

系统具有手和腿的ik设置。 还有更多非常强大的东西。 像布娃娃,卷,地幔到1和2米的表面。.. 你想从运动中得到的都在这里。 在一个地方。

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