Features:
- Plug and Play Animation Blueprint
- Written in c++
- Foot Lock Transition Control Rig
- Animation Modifiers to automatically place foot sync markers
- Skeleton Agnostic Layered Blend Bone Animation Node that uses new Blend Profiles.
- New Per Body Part Mask animation node encapsulates masking in 1 animation node . Can Add multiple body part and use animation curves or variable inputs to drive the weights. Uses Blend Profiles to define body parts.
- Template Animation Blueprint , Skeleton Agnostic and can create a child from any skeleton .
Code Modules:
- Kai_Locomotion [Runtime]
- KaiLocomotionEditior [Editor]
Number of Blueprints: 13
Number of C++ Classes: 11
Network Replicated: (Yes)
Supported Development Platforms: (Windows)
Supported Target Build Platforms: (Windows)
Dumentation: Documentation
Join Discord Server for More Info SIR.D.Kai Studio Server
Important/Additional Notes: The System is still evolving with the plan being to add other locomotion methods (flying . swimming, climbing) And an automatic predictive feet IK .
Final Goal is to have a plug and play animation blueprint that provides movement in a quality that matches the amazing visual and sounds that can be created in ue5. Will use any tools available to accomplish it be it the in engine implementation of Motion Matching [ue5] or sticking to traditional state machines like it is currently whatever is best.
*Requires Control Rig Plugin To Be Activated
特征:
- 即插即用动画蓝图
- 用c++编写
- 脚踏锁过渡控制钻机
- 自动放置脚同步标记的动画修饰符
- 骨架不可知的分层混合骨骼动画节点,使用新的混合配置文件。
- New Per Body Part Mask动画节点将蒙版封装在1个动画节点中。 可以添加多个身体部位,并使用动画曲线或变量输入来驱动权重。 使用混合配置文件定义身体部位。
- 模板动画蓝图,骨架不可知论,可以从任何骨架创建一个孩子。
代码模块:
- Kai_Locomotion[运行时]
- [编辑]
蓝图数目:13
C++类数:11
网络复制:(是)
支持的开发平台:(Windows)
支持的目标构建平台:(Windows)
Dumentation: 文件
加入Discord服务器以获取更多信息 先生。D.凯工作室服务器
重要/附加说明:该系统仍在发展,计划增加其他运动方法(飞行)。 游泳,攀登)和一个自动预测脚IK。
最终目标是创建一个即插即用的动画蓝图,以与ue5中创建的令人惊叹的视觉和声音相匹配的质量提供运动。 将使用任何可用的工具来完成它,无论是在引擎中实现运动匹配[ue5]还是坚持传统的状态机,就像它目前是最好的。
*需要控制钻机插件被激活
- Demo Video
- ANIMATIONS NOT INCLUDED
- New Version V3 Release includes :
- Custom Character Movement Component that offers predictively replicated Custom Movement speed and has custom rotation implementation that uses rotation from certain KLS animations. this CMC will be used later to build new movement modes (physics based sliding and Zelda climbing are in the work).
- Utilizing Linked Animation Layers To switch between locomotion and masking.
A Plug And Play Animation Blueprint That Supports 3 Gaits and different types of transitions.
Version 3 utilized linked animation layers for switching locomotion and masking (Layering) sets.
- Fill Data Asset with the animations, and get high quality locomotion without effecting the movement of the player in few minutes.
- Apply Masks to locomotion sets very easily by defining Mask poses and Body Part Mask weights in Data Asset to allow for very fast iteration to get the right blends for your poses.
- Switch Between Locomotion and Masking sets using linked animation layers like Lyra.
- New Version V3.5 Release includes :
- Usage of Template Animation blueprint. you no longer need to make copies of animation blueprints, you can create a child from any skeleton you want. This greatly simplifies the animation system.
*4 Directional Loops, 4 Directional Starts , 4 Directional Stops are the required minimum transitions.
*Requires Control Rig Plugin To Be Activated
- 演示视频
- 不包括动画
- 新版本V3版本包括 :
- 自定义角色移动组件,提供预测复制的自定义移动速度,并具有自定义旋转实现,使用某些KLS动画的旋转。 这个CMC稍后将用于构建新的运动模式(基于物理的滑动和塞尔达攀爬在工作中)。
- 利用链接的动画图层在运动和蒙版之间切换。
即插即用的动画蓝图,支持3步态和不同类型的过渡。
版本3使用链接动画层切换运动和掩蔽(分层)集。
- 使用动画填充数据资产,并在几分钟内获得高质量的运动,而不会影响玩家的运动。
- 通过在数据资源中定义遮罩姿势和身体部位遮罩权重,可以非常轻松地将遮罩应用于运动集,以实现非常快速的迭代,从而为您的姿势获得正确的混合。
- 使用链接的动画图层(如Lyra)在运动和蒙版集之间切换。
- 新版本V3.5版本包括 :
- 模板动画蓝图的使用。 您不再需要制作动画蓝图的副本,您可以从任何您想要的骨架创建一个子级。 这大大简化了动画系统。
*4个方向循环,4个方向启动,4个方向停止是所需的最小转换。
*需要控制钻机插件被激活
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