Number of Unique Meshes: 23
Scaled to Epic skeleton: Yes
Collision: Yes, custom
LODs:
- Arms (No LODs, 37228 t / 37296 v)
- Rifle (LOD0: 14468 t / 14928 v, LOD1: 7945 t / 9098 v, LOD2: 2044 t / 2808 v v, LOD3: 148 t / 288 v)
- Handguard S (LOD0: 7014 t / 7784 v, LOD1: 4842 t / 5412 v, LOD2: 1234 t / 1658 v, LOD3: 22 t / 32 v)
- Handguard L (LOD0: 11910 t / 13528 v, LOD1: 8264 t / 9428 v, LOD2: 2182 t / 2853 v, LOD3: 32 t / 52 v)
- Stock (LOD0: 3619 t / 3917 v, LOD1: 2199 t / 2468 v, LOD2: 648 t / 823 v, LOD3: 52 t / 100 v)
- Booster (LOD0: 1046 t / 891 v, LOD1: 452 t / 427 v, LOD2: 100 t / 128 v, LOD3: 16 t / 23 v)
- IronSight Front (LOD0: 1622 t / 1663 v, LOD1: 813 t / 895 v, LOD2: 146 t / 196 v, LOD3: 22 t / 46 v)
- IronSight Rear (LOD0: 2044 t / 2130 v, LOD1: 1077 t / 1167 v, LOD2: 139 t / 178 v, LOD3: 24 t / 46 v)
- Picatinny (LOD0: 764 t / 1084 v, LOD1: 520 t / 740 v, LOD2: 160 t / 304 v, LOD3: 10 t / 20 v)
- Case (LOD0: 10830 t / 14686 v, LOD1: 7300 t / 10558 v, LOD2: 1230 t / 2062 v, LOD3: 40 t / 80 v)
- AmmoBox (LOD0: 1620 t / 1362 v, LOD1: 912 t / 922 v, LOD2: 244 t / 340 v, LOD3: 54 t / 108 v)
- Pallet (LOD0: 372 t / 600 v, LOD1: 48 t / 96 v, LOD2: 12 t / 24 v)
- CartonBox (No LODs, 12 t / 24 v)
Number of Materials and Instances: 20 Materials, 72 Material Instances
Number of Textures: 130
Texture Resolutions: 256×256, 1024×1024, 2048×2048, 4096×4096
Number of Particle Effects: 3
Number of Animations: 146
Number of Audio Waves: 46 Stereo, 46 Mono
Number of Audio Cues: 15 Stereo, 15 Mono
Supported Development Platforms:
Windows: Yes
Mac: Yes
Important/Additional Notes: Includes blueprints (Playable demo)
Number of Unique Meshes: 23
Scaled to Epic skeleton: Yes
Collision: Yes, custom
LODs:
- Arms (No LODs, 37228 t / 37296 v)
- Rifle (LOD0: 14468 t / 14928 v, LOD1: 7945 t / 9098 v, LOD2: 2044 t / 2808 v v, LOD3: 148 t / 288 v)
- Handguard S (LOD0: 7014 t / 7784 v, LOD1: 4842 t / 5412 v, LOD2: 1234 t / 1658 v, LOD3: 22 t / 32 v)
- Handguard L (LOD0: 11910 t / 13528 v, LOD1: 8264 t / 9428 v, LOD2: 2182 t / 2853 v, LOD3: 32 t / 52 v)
- Stock (LOD0: 3619 t / 3917 v, LOD1: 2199 t / 2468 v, LOD2: 648 t / 823 v, LOD3: 52 t / 100 v)
- Booster (LOD0: 1046 t / 891 v, LOD1: 452 t / 427 v, LOD2: 100 t / 128 v, LOD3: 16 t / 23 v)
- IronSight Front (LOD0: 1622 t / 1663 v, LOD1: 813 t / 895 v, LOD2: 146 t / 196 v, LOD3: 22 t / 46 v)
- IronSight Rear (LOD0: 2044 t / 2130 v, LOD1: 1077 t / 1167 v, LOD2: 139 t / 178 v, LOD3: 24 t / 46 v)
- Picatinny (LOD0: 764 t / 1084 v, LOD1: 520 t / 740 v, LOD2: 160 t / 304 v, LOD3: 10 t / 20 v)
- Case (LOD0: 10830 t / 14686 v, LOD1: 7300 t / 10558 v, LOD2: 1230 t / 2062 v, LOD3: 40 t / 80 v)
- AmmoBox (LOD0: 1620 t / 1362 v, LOD1: 912 t / 922 v, LOD2: 244 t / 340 v, LOD3: 54 t / 108 v)
- Pallet (LOD0: 372 t / 600 v, LOD1: 48 t / 96 v, LOD2: 12 t / 24 v)
- CartonBox (No LODs, 12 t / 24 v)
Number of Materials and Instances: 20 Materials, 72 Material Instances
Number of Textures: 130
Texture Resolutions: 256×256, 1024×1024, 2048×2048, 4096×4096
Number of Particle Effects: 3
Number of Animations: 146
Number of Audio Waves: 46 Stereo, 46 Mono
Number of Audio Cues: 15 Stereo, 15 Mono
Supported Development Platforms:
Windows: Yes
Mac: Yes
Important/Additional Notes: Includes blueprints (Playable demo)
It’s an assault rifle (5.56×45). Weapon has a modular structure and consists of separate meshes: body (static & skeletal), long and short handguards (static), stock (static & skeletal), iron sights (static), booster (static), Picatinny rail (static) for parts permutability with our packs. Materials: monochrome – black, sienna, camo – modern, desert, winter, woodland; supports scratch intensity, color, metallic, camo colors parameters. Each arms animation take has 3 versions depended on left hand position (on handguard, with angled grip, with folding grip).
Weapon Meshes:
-
Rifle
-
Handguard L
-
Handguard S
-
Stock
-
Iron sight front
-
Iron sight rear
-
Booster
-
Picatinny rail
-
Bullet
-
Bullet shell
-
Caliber
-
Magazine empty
-
Magazine full
Animations:
Arms:
-
A pose
-
Aim in spring
-
Aim out spring
-
Bolt action
-
Check ammo
-
Check ammo bolt catched
-
Check chamber
-
Check chamber bolt catched
-
Check magazine
-
Equip
-
Equip bolt action
-
Fire
-
Fire aim
-
Fire empty layered
-
Holster
-
Idle loop
-
Idle loop aim
-
Inspect
-
Interact
-
Jog loop
-
Jog start
-
Jog stop (by jog loop hand position – left, middle, right)
-
Jog to jump (by jog loop hand position – left, middle, right)
-
Jump landed
-
Jump loop
-
Jump start
-
Jump to jog
-
Pick
-
Reload empty bolt release push
-
Reload empty bolt release slap
-
Reload empty charging handle
-
Reload loaded
-
Sprint loop
-
Sprint to jump (by sprint loop hand position – left, middle, right)
-
T pose
-
Walk loop
-
Walk loop aim
Rifle:
-
Ammo 1 pose
-
Ammo 2 pose
-
Ammo 3 pose
-
Ammo 4 pose
-
Ammo 5 pose
-
Ammo empty pose
-
Bolt action
-
Check ammo
-
Check ammo bolt catched
-
Check chamber
-
Check magazine
-
Equip
-
Equip bolt action
-
Fire
-
Fire bolt catch
-
Fire empty layered
-
Holster
-
Reload empty bolt release push
-
Reload empty bolt release slap
-
Reload empty charging handle
-
Reload loaded
-
Unlocked pose
Stock:
-
Buffer collapsed pose
-
Cheek collapsed pose
Rifle case animations:
-
Open
-
Opened pose
-
Close
Particle Effects:
-
Muzzle flash
-
Muzzle smoke
-
Bolt gas
Sound Effects:
-
Bolt drop
-
Bolt pull
-
Bolt pull half motion
-
Bolt release
-
Bolt release half motion
-
Bolt slap
-
Bullet shell drop on concrete (5 variations)
-
Magazine attach
-
Magazine attach wobble
-
Magazine detach
-
Magazine drop on concrete (5 variations)
-
Safety on
-
Safety off
-
Shot loud dry (5 variations)
-
Shot with silencer dry (5 variations)
-
Shot loud wet (5 variations)
-
Shot with silencer wet (5 variations)
-
Shot tail loud
-
Shot tail with silencer
-
Trigger push
-
Case open
-
Case close
Environment Props:
-
Ammo box full, container & cover
-
Rifle case
-
Carton box
-
Pallet
Project setup
1) Set in project settings “Near Clip Plane” to 2.0 and restart engine.
2) For projects before UE 5.1 should bind axis mappings in project settings similar to official FPS template:
-
Turn (UE4), Turn Right / Left Mouse (UE5): MouseX (Scale: 1.0)
-
LookUp (UE4), Look Up / Down Mouse (UE5): MouseY (Scale: -1.0)
-
MoveForward (UE4), Move Forward / Backward (UE5): W (Scale: 1.0), S (Scale: -1.0)
-
MoveRight (UE4), Move Right / Left (UE5): D (Scale: 1.0), A (Scale :-1.0)
Retargeting
For best animation retargeting results to UE4 Mannequin follow this steps:
1) Go to UE4 Mannequin’s (target) skeleton hierarchy, click “Options” (top left), check “Show Retargeting Options”. All bones should be set to “Skeleton”, except ik_hand_root, ik_hand_gun, ik_hand_l, ik_hand_r – set them to “Animation”. Read more about this operation at UE Docs.
2) lowerarm_twist_01_<side> are keyframe animated to 100% of hand_<side> non gimbal locked roll rotation. To avoid improper lowerarm deformations for target skeleton:
-
Simple – remove them from humanoid rig for target skeleton before retargeting.
-
Advanced – create virtual bones which copy location/rotation of lowerarm twists at target skeleton hierarchy and assign them in humanoid rig to source skeleton lowerarm twists. After retargeting it will be possible to use this virtual bones as roll source for manipulating lowerarm twists inside AnimBP (with “Apply percentage of rotation” node). For custom character meshes with corrective blendshapes driving twists manually will be more suitable (via “Twist corrective” or “Pose driver” nodes).
Changelog
2.1.5 – November 22, 2022
-
Support for UE 5.1
-
Input axes config migrated to Enhanced Input
2.1.4 – April 10, 2022
-
The names of the input axis events (for UE5) are matched to the new FPS template
2.1.3 – April 7, 2022
-
Support for UE 5.0
-
Drop support of UE 4.20, 4.21
2.1.2 – October 14, 2021
-
Added procedural arch trajectory and spring for aiming transition.
-
Added smooth transitions for camera shakes.
-
Fixed extra push when jog/sprint stopping with inertia.
-
Fixed bug when start jogging after aiming out.
-
Fixed bug when jumping while full auto shooting.
-
Blueprints refactored.
2.1.1 – August 22, 2021
-
Support for UE 4.27
2.1.0 – August 3, 2021
-
Added check ammo while bolt catched.
-
Added separated versions of check ammo – check magazine, check chamber, check chamber while bolt catched.
-
Fixed bugs of locomotion.
-
Fixed bugs of playing shot sounds.
2.0.0 – May 15, 2021
-
Weapon & parts downscaled to match real world.
-
Textures detailing improved.
-
Arms design changed, now supports retargeting from/to Epic skeleton directly from A pose.
-
Animations redone and added new.
-
Sounds redone and added new.
-
Content related demo blueprints changes.
1.0.0
-
Initial release.
Support & communication
For quick answer responses or help with product, please use email – write us to support@rebelthorp.com
是突击步枪(5.56×45)。 武器具有模块化结构,由独立的网格组成:身体(静态和骨骼),长和短护手(静态),库存(静态和骨骼),铁瞄准器(静态),助推器(静态),皮卡汀尼轨道(静态)的零件排列与我们的包。 材料:单色-黑色,锡耶纳,迷彩-现代,沙漠,冬季,林地;支持划痕强度,颜色,金属,迷彩颜色参数。 每个手臂动画采取有3个版本取决于左手位置(在护手,角度抓地力,折叠抓地力)。
武器网格:
-
步枪
-
护手L
-
护手S
-
库存
-
铁视线前
-
铁瞄准器后部
-
助推器
-
皮卡汀尼铁路
-
子弹
-
子弹壳
-
口径;口径
-
杂志空
-
杂志全文
动画:
武器:
-
一个姿势
-
瞄准春天
-
瞄准春天
-
螺栓动作
-
检查弹药
-
检查弹药螺栓
-
检查室
-
检查室螺栓卡住
-
检查杂志
-
装备
-
装备螺栓动作
-
着火了!
-
消防瞄准
-
火空分层
-
皮套,皮套
-
空闲循环
-
空闲循环目标
-
检查
-
互动
-
慢跑循环
-
慢跑开始
-
慢跑停止(通过慢跑循环手的位置-左,中,右)
-
慢跑跳(通过慢跑循环手的位置-左,中,右)
-
跳跃着陆
-
跳跃循环
-
跳转开始
-
跳到慢跑
-
挑选
-
重新加载空螺栓释放推
-
重新加载空螺栓释放巴掌
-
重新加载空充电手柄
-
加载加载
-
冲刺循环
-
冲刺跳(由冲刺循环手位置-左,中,右)
-
T姿势
-
步行环线
-
步行环线瞄准
步枪:
-
弹药1姿势
-
弹药2姿势
-
弹药3姿势
-
弹药4姿势
-
弹药5姿势
-
弹药空姿势
-
螺栓动作
-
检查弹药
-
检查弹药螺栓
-
检查室
-
检查杂志
-
装备
-
装备螺栓动作
-
着火了!
-
火栓接住
-
火空分层
-
皮套,皮套
-
重新加载空螺栓释放推
-
重新加载空螺栓释放巴掌
-
重新加载空充电手柄
-
加载加载
-
解锁姿势
库存:
-
缓冲区折叠姿势
-
脸颊塌陷的姿势
步枪案例动画:
-
打开
-
打开姿势
-
接近/接近
粒子效果:
-
枪口闪光
-
枪口烟
-
螺栓气体
声音效果:
-
螺栓下降
-
螺栓拉
-
螺栓拉半运动
-
螺栓释放
-
螺栓释放半运动
-
螺栓巴掌
-
子弹壳落在混凝土上(5种变化)
-
杂志附件
-
杂志附加摆动
-
杂志分离
-
杂志落在混凝土上(5种变化)
-
安全
-
安全关闭
-
拍摄大声干(5变化)
-
用消音器干燥射击(5种变化)
-
拍摄响亮的湿(5变化)
-
用消音器湿射(5种变化)
-
拍尾巴大声
-
用消音器射击尾巴
-
触发推
-
个案公开
-
个案结束
环境道具:
-
弹药箱满,容器和盖子
-
步枪箱
-
纸箱
-
托盘
项目设置
1)在项目设置”近剪辑平面”中设置为2.0并重新启动引擎。
2)对于UE5.1之前的项目,应该在类似于官方FPS模板的项目设置中绑定轴映射:
-
旋转(UE4),向右/向左鼠标(UE5):MouseX(比例:1.0)
-
查找(UE4),向上/向下查找鼠标(UE5):MouseY(比例:-1.0)
-
前移(UE4),前移/后移(UE5):W(比例尺:1.0),S(比例尺:-1.0)
-
移动(UE4),向右/向左移动(UE5):D(比例:1.0),A(比例:-1.0)
再瞄准
为了获得最佳的动画重定位结果到UE4人体模型,请按照以下步骤操作:
1)转到UE4Mannequin的(目标)骨架层次结构,单击”选项”(左上),选中”显示重定向选项”。 所有骨骼都应设置为”骨架”,除了 ik_hand_root, [医]手枪, ik_hand_l, ik_hand_r -将它们设置为”动画”。 有关此操作的更多信息,请访问 UE文档.
2) lowerarm_twist_01_<侧> 关键帧动画到100% hand_<侧面> 非万向节锁定辊旋转. 避免目标骨架下臂变形不当:
-
简单-在重新定位之前将它们从人形装备中移除以获取目标骨架。
-
高级-创建虚拟骨骼,在目标骨架层次结构中复制低臂扭曲的位置/旋转,并将它们分配给源骨架低臂扭曲。 在重新定位后,可以使用这个虚拟骨骼作为滚动源来操作动画内部的低臂扭曲(与”应用旋转百分比”节点)。 对于具有校正混合形状的自定义字符网格,手动驱动扭曲将更适合(通过”扭曲校正”或”姿势驱动程序”节点)。
更新日志
2.1.5-2022年11月22日
-
支持UE5.1
-
输入轴配置迁移到增强输入
2.1.4-2022年4月10日
-
输入轴事件的名称(对于UE5)将匹配到新的FPS模板
2.1.3-2022年4月7日
-
支持UE5.0
-
下降支持UE4.20,4.21
2.1.2-2021年10月14日
-
增加了程序拱轨迹和弹簧瞄准过渡.
-
增加了相机抖动的平滑过渡.
-
固定当慢跑/冲刺停止惯性时的额外推力。
-
修正了瞄准后开始慢跑时的错误.
-
修正了全自动射击时跳跃的错误.
-
蓝图重构。
2.1.1-2021年8月22日
-
支持UE4.27
2.1.0-2021年8月3日
-
增加了检查弹药,而螺栓catched。
-
增加了检查弹药的分离版本-检查弹匣,检查室,检查室,而螺栓catched。
-
修正了运动的错误。
-
修复了播放镜头声音的错误。
2.0.0-2021年5月15日
-
武器和零件缩小,以配合现实世界。
-
纹理细节改进。
-
武器设计改变了,现在支持从/到史诗骨架直接从一个姿势重新定位.
-
动画重做,并增加了新的。
-
听起来重做,并增加了新的。
-
内容相关的演示蓝图更改。
1.0.0
-
初始释放。
支持与沟通
如需快速回复或产品帮助,请使用电子邮件-写信给我们support@rebelthorp.com
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