Features:
- Adjustable poses for both first and third person view independently (using the same or separate meshes)
- Procedural Aiming with the ability to aim and cycle between any sight or mesh on your firearm
- Procedural Recoil that’s fully customizable through graphs and variables for randomization
- Procedural Leaning left/right
- Procedural Looking up/down
- Procedural High/Low ready
- Procedural Movement/Rotation lag
- Procedural Sway
- Procedural Breathing
- Procedural Sprinting
- Procedural weapon shake
- Left Hand IK
- Control your camera FOV changing amount and speed while aiming/un-aiming
- Aim at your sight with a dynamic or fixed distance
- Firearm Collision System
- Short stocking
- Adjustable base pose without the need to edit the animation
- Control your grip offset so any firearm can be attached to hand_r in the mannequin or other grip bones without the need for many sockets
- Fully control all of the above individually for each firearm
- Much More!
Code Modules:
- ProceduralFPSAnimation, Runtime
Number of Blueprints: 3
Number of C++ Classes: 3
Network Replicated: Yes
Supported Development Platforms: Win64
Supported Target Build Platforms: Win64
Documentation: https://docs.google.com/document/d/1PEe83T26kNwl6FDCiWxW2MOPpZ-J3GTZ2uObA5C73Wg/edit?usp=sharing
Support Email: sneakykittygamedev@gmail.com
特征:
- 可独立调整第一人称和第三人称视角的姿势(使用相同或单独的网格)
- 程序瞄准,能够在枪械上的任何瞄准器或网格之间进行瞄准和循环
- 程序反冲,通过图和变量进行随机化,完全可自定义
- 程序性左/右倾斜
- 程序向上/向下查找
- 程序高/低准备
- 程序移动/旋转滞后
- 程序上的摇摆
- 程序性呼吸
- 程序冲刺
- 程序性武器震动
- 左手IK
- 在瞄准/非瞄准时控制相机FOV变化量和速度
- 以动态或固定距离瞄准你的视线
- 枪械碰撞系统
- 短袜;短袜
- 无需编辑动画即可调整基本姿势
- 控制你的抓地力偏移,这样任何枪支都可以连接到人体模型或其他抓地力骨骼中的hand_r,而不需要许多插座
- 完全控制所有上述单独为每个火器
- 更多!
代码模块:
- ProceduralFPSAnimation,运行时
蓝图数目:3
C++类数:3
网络复制:是
支持的开发平台:Win64
支持的目标构建平台:Win64
文件: https://docs.google.com/document/d/1PEe83T26kNwl6FDCiWxW2MOPpZ-J3GTZ2uObA5C73Wg/edit?usp=sharing
支援电邮:sneakykittygamedev@gmail.com
Showcase / Documentation (Google Doc) / Support Discord
Current Version: 1.2
What is this plugin:
This plugin is designed to be completely character independent so you can use your own characters with the system. The goal is to take a lot of the difficulty out of the animation process and bring you a smooth system that handles most of the common animations procedurally, while also being fully replicated for multiplayer use. The system is written in C++ with everything exposed to blueprint to give you ease of use with blueprint while being more performant than the competitions. I provide examples for everything required which is an example firearm, character, and animation blueprint which can easily be retargeted to your own character. Every procedural aspect of this system is customizable through either graphs, variables, or both. For example recoil. Recoil is controlled through two graphs, one for the location and one for the rotation of each shot. Then it has a series of variables so you can get a random result with each shot that is unique per firearm. To perform recoil you call PerformProceduralRecoil on the firearm or animbp. This function takes in a multiplier so you scale up/down your recoil effortlessly based on your stance such as standing/crouching/prone.
How does this plugin work:
This plugin works through a component. Provided is a character component which you simply add to your character. To set it up all you have to do is call the Init function in BeginPlay and the system is ready to go. The character component acts as an interface for the system. For example if you want to lean left/right, you call LeanLeft and LeanRight from the character component and the system takes care of it for you with full replication. I provide a firearm base class which holds all of the needed information and customization required. If you want to add a sight to aim with all you have to do is add a static or skeletal mesh component to the firearm and give it the component tag FPSAnim. After that add a socket with the name S_Aim (this is the default name, set it to what you want in the firearm) where you want to aim and you are finished. This allows you to aim with anything such as a sight, magnified optic, light/laser, even the magazine and you can do so in less than 2 minutes! If you already have existing firearms all you have to do is reparent them to my firearm class and simply add the component tag to the firearm mesh FPSAnimFirearm and your done! Its that easy.
展览厅 / 文档(Google Doc) / 支持不和谐
当前版本:1.2
这个插件是什么:
这个插件的设计是完全独立的字符,所以你可以使用你自己的字符与系统。 我们的目标是从动画过程中消除很多困难,并为您带来一个流畅的系统,以程序方式处理大多数常见动画,同时还可以完全复制以供多人使用。 该系统是用C++编写的,所有的东西都暴露在蓝图中,使您易于使用蓝图,同时比竞争对手更具性能。 我提供了所需的所有内容的示例,例如枪支,角色和动画蓝图,可以轻松地重新定位到您自己的角色。 该系统的每个程序方面都可以通过图形、变量或两者进行自定义。 例如反冲。 反冲通过两个图形控制,一个用于位置,一个用于每个镜头的旋转。 然后它有一系列变量,所以你可以得到一个随机的结果与每个枪是唯一的。 要执行反冲,您可以在枪械或animbp上调用PerformProceduralRecoil。 此功能采用乘数,因此您可以根据站立/蹲伏/俯卧等姿势毫不费力地放大/缩小后坐力。
这个插件是如何工作的:
这个插件通过一个组件工作。 提供的是一个字符组件,您只需添加到您的字符。 要设置它,您所要做的就是在BeginPlay中调用Init函数,系统就可以开始了。 字符组件充当系统的接口。 例如,如果您想向左/向右倾斜,则从字符组件调用LeanLeft和LeanRight,系统会通过完全复制为您处理它。 我提供了一个firearm基类,它包含所有需要的信息和所需的自定义。 如果你想添加一个瞄准镜来瞄准你所要做的就是向枪支添加一个静态或骨架网格体组件,并给它一个组件标签FPSAnim。 之后添加一个名称为S_Aim的套接字(这是默认名称,将其设置为您想要的枪支),您要瞄准的地方,您就完成了。 这可以让你瞄准任何东西,如瞄准器,放大光学,光/激光,甚至杂志,你可以在不到2分钟的时间内做到这一点! 如果您已经有现有的火器,您所要做的就是将它们重新分配到我的火器类,并简单地添加组件标签到火器网格FPSAnimFirearm和您的完成! 真容易。
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