This system uses control rig to provide stable, realistic full body estimation that doesn’t get in the player’s way and has minimal impact on performance. There’s no neural network, it’s all blueprint & control rig logic. It runs off of one easy to integrate component, and can add full body IK solving to any existing VR Pawn or Character BP.
Features
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Seated Height Calibration
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Standing Height Calibration: With the option to scale the mesh to the player’s height, or the player to the mesh’s height.
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Arm Length Calibration: Scales the length of the mesh’s arms to match the player’s in order to reduce stretching & bending of the arms.
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Calibration Saving: Keeps the latest seated & standing calibrations in a save game file to effortlessly switch between sitting and standing, and automatically reapply calibration data between levels, game sessions, & editor sessions.
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Skeletal Mesh Switching: Uses saved calibration data to automatically recalibrate when changing the skeletal mesh at runtime.
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Player Scaling: Versions 5.2+ only.
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Easy SKM Setup: There is no longer a need to take measurements for your mesh, the system will do it at runtime.
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Traditionally Animated Legs: The system comes with a blend space to animate the player’s legs during movement, but you can plug in any existing animation system for the lower body.
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Replication: HMD & Controller Transforms, Player Calibration, SKM Changes, Finger Animation, Manual Crouching, & Player Scaling are all replicated with replication frequency options.
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Featured Character BP Included: The example Character BP integrates features like room space movement collision, head collision, & leg animation conforming to a moving platform.
Don’t Hesitate to Reach out for Support & Give Feedback!
Email: jakeplayable@gmail.com
Discord: jakeplayable
Discord Server (Mimic Pro Channel)
该系统使用control rig来提供稳定,逼真的全身估计,不会妨碍玩家的方式,并且对性能的影响最小。 没有神经网络,这是所有蓝图和控制钻机逻辑。 它由一个易于集成的组件组成,可以将全身IK求解添加到任何现有的VR Pawn或角色BP中。
特征
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就座高度校正
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站立高度校正: 可以选择将网格缩放到玩家的高度,或者将玩家缩放到网格的高度。
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臂长校准: 缩放网格手臂的长度以匹配玩家的手臂,以减少手臂的拉伸和弯曲。
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校准保存: 将最新的坐姿和站立校准保存在保存游戏文件中,以便在坐姿和站立之间轻松切换,并在关卡,游戏会话和编辑器会话之间自动重新应用校准数据。
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骨架网格体切换: 使用保存的校准数据在运行时更改骨架网格体时自动重新校准。
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玩家缩放: 版本5.2+只。
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简单的SKM设置: 不再需要对网格进行测量,系统将在运行时进行测量。
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传统的动画腿: 该系统带有一个混合空间,可以在运动过程中为玩家的腿部制作动画,但您可以插入任何现有的下半身动画系统。
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复制: HMD和控制器转换,播放器校准,SKM更改,手指动画,手动蹲伏和播放器缩放都是复制频率选项。
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特色人物BP包括: 示例角色BP集成了符合移动平台的房间空间运动碰撞、头部碰撞和腿部动画等功能。
不要犹豫,寻求支持和反馈!
电邮:jakeplayable@gmail.com
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