Number of Characters: 1

Scaled to Epic Skeleton: Yes

Rigged: Yes

Rigged to Epic Skeleton: No

Animated: Yes

Number of Animations: 15

Animation Types: In-place

Animations:

  • Attack: Bite, Stab Left, Stab Right, Stab Both
  • Idle
  • Idle Tapping
  • Jump
  • Jump Loop
  • Roar
  • Rotate Left & Right
  • Strafe Left & Right
  • Walk Forwards & Backwards

 

Physically-Based Rendering: Yes

Number of Materials: 6

Number of Material Instances: 10

Number of Textures: 14

Texture Sizes:

  • [8192] 2
  • [4096] 6
  • [1024] 5
  • [128] 1

 

Collision: Yes, Generated

LODS: 4

 

Vertex Count

  • LOD0=205,360
  • LOD1=13,328
  • LOD2=8,248
  • LOD3=1,619

 

Supported Development Platforms: Windows, Mac

Supported Target Build Platforms: Windows, Mac, Oculus, Steam VR, PlayStation 4, Xbox One

Documentation Included: Extensive documentation In Blueprints

字符数: 1

缩放到史诗骨架:是的

被操纵的:是的

装备史诗骨架:没有

动画:是的

动画数量: 15

动画类型:就地

动画:

  • 攻击:咬,左刺,右刺,两刺
  • 闲置
  • 空闲攻丝
  • 跳转
  • 跳跃循环
  • 怒吼
  • 左右旋转
  • 左、右扫射
  • 向前和向后走

 

基于物理的渲染:是的

材料数量: 6

材质实例数: 10

纹理数量: 14

纹理尺寸:

  • [8192] 2
  • [4096] 6
  • [1024] 5
  • [128] 1

 

碰撞:是的,生成

LOD: 4

 

顶点计数

  • LOD0=205,360
  • LOD1=13,328
  • LOD2=8,248
  • LOD3=1,619

 

支持的开发平台:Windows,Mac

支持的目标构建平台:Windows,Mac,Oculus,Steam VR,PlayStation4,Xbox One

包括文件:蓝图中的大量文档










VIDEO | DEMO | DISCORD SUPPORT | ETHERION DESIGNS

Step into the realm of the extraordinary with our Alien Crab Monster, a game-ready creature that includes A.I, and can also be played by the character! This asset includes numerous animations, complete with an advanced Inverse Kinematics system for the legs, ensuring natural movement even on steep terrains.

The package boasts a comprehensive A.I. system, an A.I. Spawner blueprint, and a variety of footstep sounds that change depending on the surface it walks on, adding to its immersive realism.

Furthermore, a rich collection of creature sound effects enhances the gaming experience.

Check out the Extended feature list below for an in-depth look at the treasure-trove of features this package contains!

Animation

  • The Player Pawn supports gamepad & keyboard input

  • Pawn rotates to align with slope angle (and IK applies relative to this)

  • The Animation features an IK System that places each foot on the surface below or above it’s relative positon. The IK System works regardless of the creature’s rotation on a landscape. To understand how the IK System works, please see the IK System Explanation document

  • A Secondary “bored” Idle animation plays when pawn is still for a designated timeframe.

  • The animation blendspace’s input axis is customized to accurately reflect real-world movement and avoid foot sliding. This is especially useful for Gamepad input (values between 0 and 1).

A.I Behavior

Set Aggressiveness Levels with an integer. The following explains what integers refer to what behavior:

  • 0 = No response to player.

  • 1 = Growl and look at player when sensed, but don’t ever chase.

  •  2 = Growl and look at player when sensed, and if the player continues to be sensed for an allocated timeframe, the A.I pawn will start chasing the player.

  • 3 = Chase the player upon being sensed.

  • 4 = Chase the player immediately upon spawn.

A.I Roaming

  • Pawns find a random navigable point within a radius, and move to it if it is within the viewing angle of the pawn (this angle can be set with a variable). The reason we find it within an angle is to stop creatures from moving forward and then immediately turning backwards which is unrealistic behavior.

  • If the Pawn cannot find a navigable point within the angular parameters, it will disregard the angular limits and find any navigable point within range (basically if it hits a wall it will turn around).

  • Once the Pawn reaches the roaming destination, it will roll a chance to either Roar, continue roaming, or play an idle animation for a random amount of seconds within a range. The statistical chances of these events can be set with variables (“Chance of Roar” & “Chance of Idle Tapping”)

  • The chance of Pawn Roaring can optionally be influenced by the amount of pawns being spawned by the spawner blueprint. The reason you would want to enable this feature is because if you had 100 pawns with a 10% chance of roaring, you would have 10 pawns continuously roaring at any given time (which is very annoying). With the feature enabled, 10% would turn to 1% and only 1 roar would happen at a time.

A.I Chasing

  •  Sight and Hearing senses can be set with public variables

  • If the pawn sees or hears the player pawn, it will respond based on aggressiveness level.

  • If the pawn gets touched by the player, it will start attacking immediately even if aggressiveness level is 2 (where as sight and hearing will only trigger growling).

  • When chasing, if the pawn reaches the player, it will play a random attack animation (from 4 options).

  • If the pawn is chasing the player but does not sense the player, a retriggerable timer will play. When this timer is complete, and the pawn has still not been sensed, it will stop chasing and switch back to roaming. The time it takes to stop chasing is a public variable.

  

Customize Appearance

  • Set Glow color

  • Optional Glowing eyes

  • Optional point light, with customizable intensity & radius (great for night time scenes)

  • Each pawn has variation on the brightness and hue of its material. The intensity of variation can be customized

  • Materials support Forward Shading

Sound

  • Individual feet make separate noises based on surface

  • 4 Surfaces (grass, wood, rubber, metal) with around 8 footstep sounds per surface. 

  • Fall distance affects volume of landing noise, which is also different per surface

  • Vocal pitch changes based on creature scale (smaller creatures are higher pitched, larger are lower pitched)

  • Giant creatures make booming noises when they walk (when having a scale of 2 and above)

  • Easter-egg sounds included (babies crying, fart noises, etc). This can be changed with a global Scalar parameter (“EasterEgg”) found in the Material Parameter collection.

Blueprints

  • Spawner Blueprint with spawn & destroy events. This blueprint has access to all necessary public variables that influence it’s spawned actors. It will tag each spawned BP_Crabmonster.

  • Alien Crab Monster blueprint. This can be used as either an enemy or a player depending on a bool.

  • Extensive documentation within blueprints is included to teach you how the A.I functions and how the IK works relative to it’s mesh.

  • I’ve included a “Hint Blueprint” which opens up when the pawn nears it

Levels

You’ll find two levels within this package: a model viewing level, vividly presented in a dark room for detailed examination, and an A.I. & Player testing level, where you can take control of your own Alien Crab Monster, navigating through an interactive environment and engaging with other alien crab monsters.

短片 | 示范 | 不和谐支持 | ETHERION设计

与我们的外星蟹怪一起进入非凡的领域,这是一个游戏准备的生物,包括a.I,也可以由角色扮演! 该资产包括大量动画,配有先进的腿部反向运动学系统,即使在陡峭的地形上也能确保自然运动。

该软件包拥有一个全面的A.I.系统,一个A.I.产卵器蓝图,以及各种脚步声,根据它行走的表面而变化,增加了其身临其境的现实主义。

此外,丰富的生物音效集合增强了游戏体验。

请查看下面的扩展功能列表,深入了解此软件包包含的功能宝库!

动画制作

  • 玩家典当支持游戏手柄和键盘输入

  • Pawn旋转以与倾斜角度对齐(并且IK相对于此适用)

  • 动画的特点是一个IK系统,将每只脚放在它的相对位置的下面或上面。 无论生物在景观上的旋转如何,IK系统都可以工作。 要了解IK系统的工作原理,请参阅 IK系统说明文档

  • 当pawn仍在指定的时间范围内时,将播放辅助”无聊”空闲动画。

  • 动画blendspace的输入轴经过自定义,可准确反映真实世界的运动并避免脚部滑动。 这对于游戏手柄输入(0到1之间的值)特别有用。

A.我的行为

使用整数设置攻击性级别。 下面解释什么整数指的是什么行为:

  • 0 =没有回应球员。

  • 1 =咆哮,并在感知时看着玩家,但永远不要追逐。

  •  2 =在感知到玩家时咆哮并看着玩家,如果玩家在分配的时间范围内继续被感知,A.i典当将开始追逐玩家。

  • 3 =被感知后追逐玩家。

  • 4 =产卵后立即追逐玩家。

A.我漫游

  • Pawn在一个半径内找到一个随机的可导航点,如果它在pawn的视角内,则移动到它(该角度可以用变量设置)。 我们发现它在一个角度内的原因是阻止生物向前移动,然后立即向后转动,这是不现实的行为。

  • 如果Pawn无法在角度参数内找到可导航的点,它将忽略角度限制并在范围内找到任何可导航的点(基本上如果它撞到墙上它会转身)。

  • 一旦Pawn到达漫游目的地,它将有机会咆哮,继续漫游,或在一个范围内随机播放空闲动画。 这些事件的统计机会可以用变量(”咆哮的机会” & “空闲敲击的机会”)

  • Pawn咆哮的几率可以选择受产卵器蓝图所产生的pawn数量的影响。 您想要启用此功能的原因是因为如果您有100个具有10%咆哮机会的棋子,您将有10个棋子在任何给定时间连续咆哮(这非常烦人)。 启用该功能后,10%将变为1%,一次只会发生1次咆哮。

A.我追

  •  视觉和听觉感觉可以用公共变量设置

  • 如果pawn看到或听到玩家pawn,它将根据攻击性级别做出响应。

  • 如果棋子被玩家触摸,即使攻击性等级为2(视觉和听觉只会触发咆哮),它也会立即开始攻击。

  • 追逐时,如果pawn到达玩家,它将播放随机攻击动画(来自4个选项)。

  • 如果pawn正在追逐玩家但没有感知到玩家,则会播放可重新触发的计时器。 当这个计时器完成时,pawn仍然没有被感应到时,它将停止追逐并切换回漫游。 停止追逐所需的时间是一个公共变量。

  

自定义外观

  • 设置辉光颜色

  • 可选的发光眼睛

  • 可选点光,具有可定制的强度和半径(非常适合夜间场景)

  • 每个棋子都有其材料的亮度和色调的变化. 变化的强度可以定制

  • 材质支持前向阴影

声音

  • 单独的脚根据表面发出单独的噪音

  • 4个表面(草,木,橡胶,金属),每个表面大约有8个脚步声。 

  • 坠落距离影响着陆噪音的音量,每个表面也不同

  • 根据生物规模的声调变化(较小的生物音调较高,较大的生物音调较低)

  • 巨型生物走路时会发出轰鸣的声音(规模为2及以上时)

  • 复活节彩蛋的声音包括(婴儿哭闹,放屁的声音等)。 这可以通过全局标量参数(”东区,东区“)在材料参数集合中找到。

蓝图

  • 带有生成和销毁事件的生成器蓝图。 此蓝图可以访问影响其生成的actor的所有必要公共变量。 它将标记每个生成的BP_Crabmonster。

  • 外星蟹怪蓝图。 这可以用作敌人或玩家取决于一个布尔。

  • 蓝图中包含大量文档,教您A.I如何工作,以及IK相对于它的网格是如何工作的。

  • 我已经包含了一个”提示蓝图”,当pawn接近它时会打开它

水平

你会在这个包中找到两个级别:一个模型查看级别,生动地呈现在一个黑暗的房间里进行详细的检查,以及一个A.I.&玩家测试级别,在那里你可以控制你自己的外星蟹怪,在一个互动的环境中导航,并与其他外星蟹怪接触。

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