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Unreal DevOP
United States
Приєднався 10 бер 2019
I created this channel mostly to help further document aspects of the Unreal Engine that weren't really talked about or mentioned at all.
Making mistakes is part of the process and I've made plenty of those. With as little documentation as there is it's easy to draw the wrong conclusions or fall into logical traps. This is why I started making videos.
I do accept Freelance work but it depends on a lot of factors, 1 being how realistic your expectations are because a lot of Indie Devs come at this with unrealistic goals that far surpass anything even $500,000,000 AAA Game Budgets have achieved.
By the way, no that image of that landscape is not real, it was a scene I setup with Nanite Foliage in 5.0 after it was released.
Making mistakes is part of the process and I've made plenty of those. With as little documentation as there is it's easy to draw the wrong conclusions or fall into logical traps. This is why I started making videos.
I do accept Freelance work but it depends on a lot of factors, 1 being how realistic your expectations are because a lot of Indie Devs come at this with unrealistic goals that far surpass anything even $500,000,000 AAA Game Budgets have achieved.
By the way, no that image of that landscape is not real, it was a scene I setup with Nanite Foliage in 5.0 after it was released.
Unreal Engine 5: GASP DAO v1.3x (MetaHuman Setup)
In this video I demonstrate setting up a MetaHuman, I use a Cinematic but the Characters in the Project are the Optimized Versions and I have also tested this setup with Optimized version from Quixel as well.
BuyMeACoffee: buymeacoffee.com/j0hnc0nn0r
Release Video: ua-cam.com/video/upWIKxX9KsE/v-deo.html
Project Files: ko-fi.com/unrealdevop
00:00 Intro
02:10 Blueprint Setup (Painful to Watch Sorry XD)
09:10 Blueprint Setup (1 Crash Later)
11:00 Blueprint Setup (2 Crashes Later)
14:15 Replacing IKRetargeting Chooser
16:56 Testing
17:30 Generic Retarget ABP
18:25 Adding Socket To Skeleton
20:10 Testing Fixes
20:40 Outro
BuyMeACoffee: buymeacoffee.com/j0hnc0nn0r
Release Video: ua-cam.com/video/upWIKxX9KsE/v-deo.html
Project Files: ko-fi.com/unrealdevop
00:00 Intro
02:10 Blueprint Setup (Painful to Watch Sorry XD)
09:10 Blueprint Setup (1 Crash Later)
11:00 Blueprint Setup (2 Crashes Later)
14:15 Replacing IKRetargeting Chooser
16:56 Testing
17:30 Generic Retarget ABP
18:25 Adding Socket To Skeleton
20:10 Testing Fixes
20:40 Outro
Переглядів: 180
Відео
Unreal Engine 5: GASP DAO v1.3x (Custom Weapon Setup)
Переглядів 1904 години тому
In this project we will go over the process of setting up a 3rd Party Weapon with the DAO System. BuyMeACoffee: buymeacoffee.com/j0hnc0nn0r Release Video: ua-cam.com/video/upWIKxX9KsE/v-deo.html Project Files: ko-fi.com/unrealdevop 00:00 Intro 00:20 Weapon Orientation 04:40 Static Mesh To Skeletal Mesh 07:30 Gameplay Tag Setup 09:30 Adding Weapon To Character 12:15 Setting Up For Live Retargeti...
Unreal Engine 5: GASP DAO (v1.34 Overview)
Переглядів 1644 години тому
Changes in 1.34: - 1. Character Held Objects were not tagged for their specific Weapon Tags, fixed. - 2. IK Retarget Settings were only being Updated by Linked Anim Layer Stance Changes, it will now be updated anytime our Weapons Change as well. - 3. Weapon Cycle Setup Was only cycling right and never left, this is now fixed. - 4. Leg Layering has been reconnected. - 5. Old Unused Slots Were Re...
Unreal Engine 5: GASP DAO (v1.33 Overview)
Переглядів 6717 годин тому
Changes in 1.33: - 1. All MetaHuman Weapons Are Now Accurate - 2. All MetaHuman's have decent finger grips on the weapons now - 3. Auto-Aim was re-introduced and improved, it will start aiming if you simply fire the weapon and then go back to rest afterwards - 4. The way montages are handled was Refactored. - 5. Crouch Layering Issue when Idle and Crouching was fixed - 6. Linked Anim Layer Outp...
Unreal Engine 5: GASP DAO Full Setup & Troubleshooting (v1.3x)
Переглядів 58012 годин тому
In this video I'll go over all the common problems people have during setup, how to setup the test characters in the project with my system as well as a brief explanation of how they work, and some a small issue that is easily fixed that you may run across that were introduced in 5.5. BuyMeACoffee: buymeacoffee.com/j0hnc0nn0r Release Video: ua-cam.com/video/upWIKxX9KsE/v-deo.html Project Files:...
Unreal Engine 5: GASP-DAO (v1.32 Overview)
Переглядів 47116 годин тому
Changes in 1.32: - 1. Default Look Aim Logic Introduced when not aiming a weapon - 2. Weapon no longer clips the body when not aiming and Idle or turning in place. - 3. Yaw AO is partially applied to root bone for more responsiveness which comes at a small cost. - 4. Logic has been reverted to Pre-OffsetRootBone to simplify the process of performing Aimoffsets as well as reduce the logic overhe...
Unreal Engine 5: GASP DAO v1.3x (Custom Character Setup)
Переглядів 59921 годину тому
In this video I'll be showing the process of setting up and Zeroing in the Anatomy Offsets for a Character Creator Char. BuyMeACoffee: buymeacoffee.com/j0hnc0nn0r Release Video: ua-cam.com/video/upWIKxX9KsE/v-deo.html Project Files: ko-fi.com/unrealdevop 00:00:00 Intro 00:02:30 Child Class Setup 00:11:26 IK Retargeter Setup 00:22:14 In-Game Test 00:25:30 Live Retarget Setting Chooser Setup 00:3...
Unreal Engine 5 GASP DAO (V1.31 Overview)
Переглядів 1 тис.День тому
Changes in 1.31: - 1. Choosers on the Animation Blueprint are no longer used for selecting and applying Layering Settings, Linked Anim Layers are now Storing and Loading Those. This removed the need for the Animation System to Track the Current HeldObjectState. - 2. Currently Held Weapon Meshes are now Stored in their Data Assets for centralized Weapon Data. - 3. Live Retargeting Assets are no ...
Unreal Engine 5: Enhanced Input With Widgets
Переглядів 43614 днів тому
Yes you can use Enhanced Input Actions From Widgets. They won't fire however if you set the Player Controllers Input Mode to 'UI Only' BuyMeACoffee: buymeacoffee.com/j0hnc0nn0r Join our Discord To Stay Up To Date on the Project and Future Videos: discord.gg/38ceaJ67Eu 00:00 Intro 00:30 Setup 03:30 Widget Setup 06:15 Widget Animation 10:28 Character Setup 17:50 Input Modes
Unreal Engine 5: GASP-DynamicAdditiveOverlay (Major Changes And Why)
Переглядів 57021 день тому
Due to some bad actors trying to abuse my project I regret to inform you I have finally caved and went with a Paywall, I've been against this in the past. However, it allows me to enforce a EULA which basically prevents reselling this as source code, it allows you to sell it as a compiled build, but it requires you give me contribution by including my CopyRight. However, there is a clause that ...
Unreal Engine 5 GASP DAO (V1.30 Overview)
Переглядів 1,1 тис.28 днів тому
Changes in this release include Aim Offset Wrapping Fix, Additional Overlay Layering Layer for Entire Upperbody, Linked Anim Layer Child Classes. BuyMeACoffee: buymeacoffee.com/j0hnc0nn0r Release Video: ua-cam.com/video/upWIKxX9KsE/v-deo.html Project Files: ko-fi.com/unrealdevop Join our Discord To Stay Up To Date on the Project and Future Videos: discord.gg/38ceaJ67Eu
Unreal Engine 5: Motion Matching Ai MoveTo (The Proper Way To Do It)
Переглядів 1,3 тис.Місяць тому
Easy Method for Getting Proper (Not Hacky and Manual) Movement of the Ai with Motion Matching Systems. WARNING! If you Duplicate the Character Blueprint your Character WILL not Motion Match because the Motion Matching Animation Blueprint is Casting to a DIFFERENT Blueprint. BuyMeACoffee: buymeacoffee.com/j0hnc0nn0r Join our Discord To Stay Up To Date on the Project and Future Videos: discord.gg...
Unreal Engine 5: Dynamic Overlay and Copy Motion Layering
Переглядів 1,4 тис.Місяць тому
Just a short Demo of the current Open Source Project BuyMeACoffee: buymeacoffee.com/j0hnc0nn0r Release Video: ua-cam.com/video/upWIKxX9KsE/v-deo.html Project Files: ko-fi.com/unrealdevop Join our Discord To Stay Up To Date on the Project and Future Videos: discord.gg/38ceaJ67Eu
Unreal Engine 5: GASP DAO - Fast Path (V1.29 Overview)
Переглядів 669Місяць тому
After it was brought to my attention I realized that I had forgotten to fast path a lot of stuff throughout both animation setups. So that's what this is about. At the end of the video I will discuss how Offset Root Bone works Pre vs Post Offset Root Bone. BuyMeACoffee: buymeacoffee.com/j0hnc0nn0r Release Video: ua-cam.com/video/upWIKxX9KsE/v-deo.html Project Files: ko-fi.com/unrealdevop Join o...
Unreal Engine 5 GASP DAO - Fluid AimOffset (V1.28 Overview)
Переглядів 930Місяць тому
In this video, I go over how I overcame the Aim Offset Latency/Jittering Problem and other updates introduced. BuyMeACoffee: buymeacoffee.com/j0hnc0nn0r Release Video: ua-cam.com/video/upWIKxX9KsE/v-deo.html Project Files: ko-fi.com/unrealdevop Join our Discord To Stay Up To Date on the Project and Future Videos: discord.gg/38ceaJ67Eu 00:00 Intro 01:10 Copy Motion Explanation 02:25 Offset Root ...
Unreal Engine 5: GASP DAO - Copy Motion (V1.27 Overview)
Переглядів 893Місяць тому
Unreal Engine 5: GASP DAO - Copy Motion (V1.27 Overview)
Quixel is Shutting Down (Get MegaScans From FAB)
Переглядів 5162 місяці тому
Quixel is Shutting Down (Get MegaScans From FAB)
Unreal Engine Copy Motion Intro Part 2 (With Project Files)
Переглядів 4972 місяці тому
Unreal Engine Copy Motion Intro Part 2 (With Project Files)
Unreal Engine 5: Copy Motion Intro Part 1 (With Project Files)
Переглядів 1,1 тис.2 місяці тому
Unreal Engine 5: Copy Motion Intro Part 1 (With Project Files)
Unreal Engine 5: GASP DAO Synty (Char Setup) Part 3
Переглядів 3802 місяці тому
Unreal Engine 5: GASP DAO Synty (Char Setup) Part 3
Synty - ReRigging Char (Correcting Finger Weights) Part 2
Переглядів 1312 місяці тому
Synty - ReRigging Char (Correcting Finger Weights) Part 2
Synty - ReRigging Char (with AccuRig) Part 1
Переглядів 1742 місяці тому
Synty - ReRigging Char (with AccuRig) Part 1
Unreal Engine 5: GASP DAO (GitHub Setup)
Переглядів 1,7 тис.2 місяці тому
Unreal Engine 5: GASP DAO (GitHub Setup)
Unreal Engine 5: GASP DAO (V1.25 Overview)
Переглядів 1,1 тис.2 місяці тому
Unreal Engine 5: GASP DAO (V1.25 Overview)
UE 5: GASP-DAO Breakdown - Part 1 (v1.24)
Переглядів 1,7 тис.2 місяці тому
UE 5: GASP-DAO Breakdown - Part 1 (v1.24)
How Anatomy Effects Animation Retargeting
Переглядів 3483 місяці тому
How Anatomy Effects Animation Retargeting
Unreal Engine 5: GASP DAO (Update v1.23)
Переглядів 7023 місяці тому
Unreal Engine 5: GASP DAO (Update v1.23)
Unreal Engine 5: GASP DAO MetaHuman (Preview v1.23)
Переглядів 3873 місяці тому
Unreal Engine 5: GASP DAO MetaHuman (Preview v1.23)
Unreal Engine 5: GASP Dynamic Additive Overlay (Overview v1.22)
Переглядів 1,1 тис.3 місяці тому
Unreal Engine 5: GASP Dynamic Additive Overlay (Overview v1.22)
Unreal Engine 5: GASP DAO (New GitHub Repo)
Переглядів 8103 місяці тому
Unreal Engine 5: GASP DAO (New GitHub Repo)
Hi, how production ready is this? It still looks like you're rapidly fixing things in it
It's usable in a game, some of the changes were things I had to add support for crouch. Some of the changes were to make it more easily scalable for large projects.
Can you make an existing metahuman blueprint a child of the DAO instead of copying the one in the the folder?
You can, I do that in my videos but you could just re-parent it, that's actually what I did with those. I may do another video where I just show how to do that since this approach doesn't work well for them due to the problems that Leader Pose Logic Creates, which is one of the reasons I crashed twice while trying to make that video on setting them up.
Is it possible to add a bow and sword shield with this method, and can you add custom animation?
You can but there is no easily formula for Animation. Layering will only get you so far and will only reduce the number of animations. You can bring in new animations, but it won't be Plug-N-Play. It will require some understanding of how animations need to be designed for games. With Cinematics you don't need to worry about technical design requirements for animations, you can just play them as they were made from specific angles and just cut the camera away to avoid showing the blend between animations in case they look bad. With games you can't do that though, the animations need to be made for the purpose in which your using them and they must be designed for the underlying animation system in which you intent to use them with. That's why Animation is one of the hardest things for Indie Developers, you can't simply solve the problem using Logic or sophisticated blending techniques, at some point you will actually need to either have custom animations made, or you will need to modify them. Modifying animations can sometimes be rather difficult to do well.
@@unrealdevop Thanks for the reply. I'm experienced on the animation and 3D side, I'm not a programmer though, and am trying to figure out how to customize the blueprint with my assets and animation.
@@unrealdevop Are there general points or guidelines for authoring animations for Motion Matching style of workflow? To be honest, I am kinda surprised that Epic didn't cover this at all when they released GASP. Seeing that they said they moved all characters in Fortnite to use MM. Another point: do you think it is possible to backward engineer animations looking at the 500+ anims they provided to us or without advanced knowledge of animations this won't be possible?
@@michaelvaughan2986 Well, mostly you'll be playing action based animations as montages. In some situations it may make sense to simply play them as an Additive, this will generally give smoother blending but will require the animation to be made for that pose. For Example, you could use layering to have him holding the weapon, and then you could have an Additive Montage play that has him coming out of that idle pose where he is holding the weapon, for the most part this should give decent results, I have the reloads setup so that the Montage is playing on the Upperbody, but it's first being applied to the lower body Additively.
@@RomanTimm As far as general guidelines I haven't had a chance to really dig deep into that to figure out a good workflow but during their Live Stream they did briefly discuss how they handled the authoring of those animations and it basically involved matching the root motion to the capsule movement settings they chose ahead of time, at least from my understanding. As far as how they extracted that into a curve I'm not sure. They showed them bringing the curve into Maya though and transferring it to the root bone (I believe they actually constrained it to the curve or something like that). They then (I am assuming) corrected the motion of the animation so that it fit that motion and felt grounded. It may be possible to record that motion to a curve via TakeRecorder.....Idk how they actually did it though.....that part is a mystery. It's important to note though that despite popular belief, they didn't just make animations and then they just magically worked with Motion Matching lol.....Motion Matching is not Sentient yet, so It can't just figure things out.
Nice !
He is on the grind!
Hi John, with 15:38 regarding pose search results not coming. That is not a problem. DDC cache is invalidated and once it finishes caching results will start coming back. So in my case I just kept running whilst character is Tposing and in 30 seconds its all fine, without needing restart
Yeah, thanks for clarifying that. I wasn't exactly sure what it was doing but I did end up realizing you just need to give it some time.
I'm still waiting for you to add a regdol. It would be cool to integrate the regdol here from Metahuman ragdoll sample.😍
Yeah I'll look into that. Some people have said they had trouble figuring out how so I'm not sure why. I haven't heard of the Metahuman Ragdoll sample either.
I was just watching the 1.33 overview then this uploaded haha! Thanks and keep up the amazing work!
Lol yeah, quick update
This kind of fundamental knowledge is invaluable. Keep up the great work!
Appreciate it. I was still somewhat struggling to explain the concepts in that series when I made it.
great video and work! keep it up! Quick question is there a video covering how to properly add new weapons and adjust the bullets for it instead of the ball? if not would be great!!
It's one of the next videos I plan on making. I started to make it today but ran into some bugs so I released a new update and I'm going to redo it.
great ! but I realized that u just fixed the hand and fingers for short and medium size metahuman bodies , but I like that my main character to be tall ! are you going to do that in future updates ? that would be nice
What do you mean it only fixed them for short and medium? They should look fine for all 9 Male Body Types and all 9 Female Body types. There is 1 Female Tall Underweight skeleton in there that has problems with it's skeleton, that was an oversight by the guys that imported it into GASP at Unreal Engine. So if you see that it's their fault and should look fine for the Metahumans you import with that Body type.
@@unrealdevop My metahuman is a male ! do i need to adjust the gun position manually for tall character ?! because i fixed it with no issue for medium size body but the gun and hands are displaced in tall one
@@Louis-v8m It shouldn't be displaced, I tested and manually configured all 18 character body types. If it's displaced on them then it may possibly be a bug. You'll have to join the Discord and I can walk you through checking to make sure the correct Data Asset is being loaded for the Tall One's. It could be that for some reason the incorrect one is being loaded for some reason.
@@Louis-v8m You know what, from the way your describing this, it sounds like you may have actually missed something during the setup. You shouldn't have had to fix ANY of them
@@unrealdevop Ahh probably ! because i didn't changed the Data Asset and just duplicated the BP of that default DAO metahuman, I will check and see if that will fix the issue
hey I heve a question would you know why if i bake an animation using levele sequencer it root motion gets messed up...im using Gas animations
If your manually adding them to the Sequencer and baking them and root motion is being removed it's probably because you have Force Root Lock enabled.
You are tha man ✅🔥💚
The work your doing is absolutely insane, Ive also recently saw where you can backport the new sprint and crouch animations from 5.5 into 5.4, If you don’t have them already it could be beneficial
Yeah thanks, I don't plan on offering support for multiple versions of the engine though. I can barely find time to keep up with one version, so it would be unrealistic for me to try and do that.
@@unrealdevop that's understandable, youve already done so much great work, you really are making ALS V5
@@ss-kw5sr Lol, thanks. It just started off it was just going to be a preliminary setup in preparation for doing a video series on it, I ended up realizing that it was going to be too time consuming to do a step-by-step video so I decided to just make it a project and do videos covering it along the way. For whoever is interested I probably have well over a dozen videos covering this series by now. Every time I do an update I briefly cover the changes. I probably don't go into as much depth now as I did near the beginning though. I've basically made everything from scratch though except a few retargeted and modified animations from ALS as well as those 2 weapon meshes.
Thanks for your work, this is fantastic!
Appreciate the feedback man, thanks.
Holstered/Unholstered?
Yeah I'll get around to that as soon as I get all the minor complaints and issues out of the way. People seem to prefer a polished template before I start expanding the functionality of it. The Holster/Unholster animations I am likely going to make myself, so it will take some time. I'll try to have those ready by next weekend.
@@unrealdevop cool. I personally prefer functionality and features over polish. I like modifying things always anyway and am aware things will break.
@@x64vfx Yeah I hear you but people want polish so I have to get it polished within reason before I move on, then I'll start adding more features like Ai and Equip/UnEquip
It seems like the system is calculating an inefficient rotational path if you spin the mouse too quickly while aiming, resulting in a full spin instead of a natural direct turn. I wouldn't call this 'high fidelity,' as it disrupts the believability of the animations, not just responsiveness. I understand it's not an easy issue to fix, though.
Yeah so you took that out of context, I said Motion Matching was designed for high fidelity, that still stands true. I did not however say that Layering Techniques and Aim Offsets were. As far as what you see with the Aim Offset, the reason it need to do a full spin is because it has reached it's limit, it can't turn anymore. If your ok with your character spinning around like something off the Exorcist then it's ok, you can remove the Interpolation and it will just do a 360 instead.....taking the shortest path.
dude... i have been having so many issues and annoyances with unreal, my intel cpu, and windows recently! I thought i had some kind of virus or something... Glad to see I'm not alone.
Lol, yeah I have an Intel CPU too, so maybe it's an Intel thing who knows.
@@unrealdevop 13900k? I think there's a lawsuit coming up against Intel over it.
@@RenegadeRukus Nah I have a 12900k actually. I wouldn't be surprised though, I've heard these last 2 generations have had serious problems.
@@unrealdevopnah! I have amd processor, abd having the same issue where some tab doesnt open. Even thoguh it open.... I guess its a bug from window! Because it hablppen in other application too
@@KIRA-kz8pn Ah, yeah so I had suspected it might actually be Windows. Good to know the source at least.
I did go ahead and disable that additional root AO during Idle, it was causing too much of an ice-skating effect during turn-in-place animations.
Awesome! It would be cool to see the whole development process from start to finish )
Just go to the GASP DAO UPDATES playlist: ua-cam.com/video/upWIKxX9KsE/v-deo.html&pp=gAQB
great job, these updates are great!
Appreciate it, when I noticed the problem I didn't really want to move on until I had fixed it.
Hey, I am thinking of using this soltuion but am not able to grasp how it improves upon the regular GASP? Thanks!
It just provides a way to allow the character to hold items using only poses. Otherwise Achieving things outside of that actually requires advanced animation modification skills or the ability to make them from scratch and the technical knowledge to make them properly for the situation. Animations you find in these packs are not plug-n-play, some animations are done properly, but are incomplete sets. What people don't realize and what I'll be doing videos on soon is that animations have to be made a specific way for them to work in games, there isn't an exception too this.
@unrealdevop essentially, GASP doesn't showcase a "recommended" way of doing layered animations (for example, like Lyra does provide a showcase of that), yes? Also, the guy thay developed ALS is also part of the team that developed motion matching. I would have thought that they would showcase MM+layered animations with weapons... Last question: youll showcase how to author the animations in future videos?
@@RomanTimm Lyra uses Motion Warping techniques, it doesn't layer anything actually. I don't believe the guy that built ALS developed the Motion Matching System, he's not a programmer from my understanding. The Sample Project though he did play a major part in setting up. I don't expect him to provide any examples of layering though because that wasn't the goal of the project it was to showcase Motion Matching.
awesome tutorial, thanks!!! so for each weapon I want to add this is the process i need to apply?
Yeah the details haven't changed much. I'll be doing some more up-to-date videos soon, was going to do some today but I had something come up.
Just finished watching one of the hacky videos and then when I saw yours I thought, "Oh of course Unreal DevOP has a better method!" Thanks for this, I was about ready to give up on using the MM character for my ai.
Yeah I originally looked around seeing if someone had figured it out but then came across a twitter tip that I looked into and it turned out to work.
I was adding my cc3 character yesturday, i imported it into a blank 5.4 project i use for migrating stuff, then migrated the character, looked good other than having to mess with some hair materials.
Yeah that's what I normally do but I didn't feel like messing with it to be honest.
@unrealdevop been there lol.
This by far is the most UNDERRATED youtube channel i've seen. I've learned more here than the actual paid courses. it's mind blowing. Keep up the GREAT work my guy!! Would be awesome to see a tutorial in the future on how to properly edit this project without messing things up that way for future updates we won't have to redo everything, or loss custom made progress
Oh yeah appreciate the feedback, not a bad idea, I may do a video covering how to set things up so that you will be less likely to lose anything during upgrades.
That's was a class.
Are you talking about the Character Blueprint? I mean you can call them classes but unless I set it up in C++ and I'm deriving a blueprint from that Class I normally just call it a blueprint. Everyone has their own preferences. There is more then one term for something and this isn't exactly Stanford, lol. So I'm not really to worried about it.
Any idea how to keep specifically the aiming blends for a pistol active whilst removing the 'ready' pose from regular motion? I'm trying to keep the aiming parts you've made but not the equipped pistol pointing up pose
Just go into the Ready State in the Linked Anim Layer and bypass all that logic that Pose is driven by.
Thanks for sharing. It helped me with my project. Is there a way to slow down the turn in place animation? Let's say I want it twice as slow, what value should I change? I could not figure it out. Currently the turn in place is very snappy and my game has a slower pace.
I would have to look into that, I didn't actually migrate that turn in place logic over to this one so I'm not entirely sure how it's looking in 5.5 it may be back to the speed it was. I sped it up be adjusting the Motion Matching settings for those animations. you could also set the play rate to something like 0.5 to slow it down to 50%
Any idea how to keep specifically the aiming blends active whilst removing the 'ready' pose from regular motion?
Is there a way to keep the weights up for aiming, but remove the 'ready' pose for standard movement? I'm trying to create a blendshape version that only occurs when aiming is active
I'm not entirely sure what you mean to be honest, but all the logic for each weapon is setup in their own linked anim layer so that you can easily modify the logic to suit your needs.
this is awesome was looking for someone who added als to the gasp 5.5 great work man!!!! when will the update you talk about come in so i can buy it already updated? Also on the page I only see projects done in 5.4
Nah I'm moved it over to 5.5 already, also this isn't actually ALS, I did use his weapons and modified some of his poses but everything else I made completely from scratch. You can go back and watch all the videos I did which basically turned into a Dev Blog.
@@unrealdevop oh nice dude your a legend. love your work you've helped me a few times with your vid. So i can go ahead and buy the GASP-DynamicAdditiveOverlay Direct Download? it has the 5.5 in it and all?
@@dayton173 Yeah for sure, Appreciate the support.
@@unrealdevop Just wanted to come back and say WOW what an outstanding job you did!!!!!! I never liked how ALS added the overlays tbh and you have done exactly what I was wanting to do myself but MUCHHHH better. Thanks for this and can't wait for future updates!!!!! What would be the best way of editing things so it won't mess anything up with the future updates or having to restart from scratch.
@@dayton173 I've taken steps to avoid this, duplicate the Linked Anim Layers and Action Data and assign your own custom own to your child blueprint of the DAO one. If you do these things you should be future proof. Thanks for the feedback btw, I appreciate it.
Brother why you sound like a dad who haven't slept for the past 7 days, are you ok?
I haven't been sleeping well for the past 2-3 weeks. Has a lot to do with the stress I was under on this project I just left. Guy had little experience and was constantly trying to argue with me against the advice I was trying to give him. That was only half of it though, not going to get into all the details but it's the only one so far that I have had to quit.
@unrealdevop Take care brother
LOVE THIS, and this is on 5.5 latest template ?! how do I get access!?
ko-fi.com/unrealdevop I moved it over and charge $5 now so that I can ensure people acknowledge the EULA before downloading. I did this because I caught a few people selling my work and claiming it and I realized that without a EULA I'm unlikely to be able to do anything about that.
This is some OG shit i was looking for in a long long time damnnn !!! Thanks :D
Thanks it took me a while to wrap my head around that layering technique.
hello, excellent, very specific tutorial, it would be great if you shared how to make a weapons switch with his blend pos and offset, I am seeing how I can implement something like a joystick button to make a gun to machine gun to granada switch, a usually system for a third person characte shooting game! Regards
Yeah I'm going to be doing custom setup videos this week
@@unrealdevop amazing!
Man, the level looks beautiful. You should do a tutorial on how to make a map like that.
Thanks but that's actually a marketplace asset, I didn't actually make it. It just seemed like a good one to show as an example.
@unrealdevop which asset?
@@JustJoshinYouBro This one here: www.fab.com/listings/d2921f94-205f-40ac-853f-403c0f4b2b7b
Hello, I was trying to mess around with this and Learn to add animation with layering system and added layers for a pistol and meelee, but ut didnt get replicated! Dont know why!
I'll be doing a video on that this week so don't worry. I'm updating all the custom setup videos this week.
The project came a long way in 4 months even considering how busy I've been. I thought for sure I must have started it further back then that.
Thank you man Its very clean Will you add the new animations and the gameplay camera that came with the 5.5 update?
LIVE RETARGETING has basically no impact on performance, I have proven this in a video on my Discord some time ago. Stop saying it's expensive, it is not. It's likely about as expensive as a single Layered Blend Per Bone on the Anim Graph. People who say it's expensive are the kind of people with 20gb characters in their projects and should be more worried about that and less worried about Live Retargeting. 2:10 what I meant was that I wanted to refactor it so that you could shoot and it would automatically raise the rifle.....start shooting....and then lower it after some time if you don't shoot anymore....but to get that to work I would have needed to add some simple code on the base because the input uses a Release Modifier which prevents me from knowing when the button is being pressed, it just always returns 0.
Amazing, can you guide me to add GASP locomotion system to lyra and link together for weapons and etc?
That wouldn't be a simple task, I still haven't quite nailed down the Acceleration/Deceleration requirements for Motion Matching, and without understanding those your hard pressed to get random Start/Stop Animations to work properly with Motion Matching without some serious foot sliding problems. A layering technique would be the easiest approach which was why I started this project. Perhaps someday I'll show how to integrate my project into Lyra
@unrealdevop thank you, i will try to use GASP in lyra. It's good locomotion. Thank for reply🙏🏻
@@hosseinteimouri9369 Alright, I wish you luck.
To avoid the UV issue you should use some other method than TextureCoordinate to scale your noise texture. ScreenPosition and then Viewport UV might work pretty well for this.
I may look into that, I'm not by any means a Material guy. I only mess with them from time to time. Thanks for the advice
Good work! Do you have plans to release an analysis video for GASP 5.5? Or perhaps a walkthrough evaluating the current strengths and weaknesses of GASP? That would be incredibly helpful. Thank you!
I may do something like that. I just have to find the time, currently I'm trying to wrap up some changes for the project.
@@unrealdevop Great to hear that!
Hidden gem!!! Thanks for amazing detailed tutorial ✨
If I purchase the "GASP-DynamicAdditiveOverlay Git Repo Access", is the one including the projectiles and shooting shown in other videos, right? Question: would the custom aim offset shown in your videos still make it possible to use it as a top down shooter? With some work off course, or would you not recommend it for this goal
You can still use it for that purpose but you might need to make some alterations to how the aim is handled. For example you wouldn't really need the Pitch anymore, just the Yaw. You would also want it to follow your mouse cursor rather then aiming based off the camera. I've done all this before in projects for other people (They did pay me though). It isn't awfully difficult to pull off.
Well you might want to use the pitch I suppose. Would probably be nice to have it look like he's aiming up at someone if they are on top of a building but yeah all that is up to you, what you would want though is to basically replace the Camera Rotation with a vector pointing from the character to the mouse and use that as the rotation. For example a vector pointing from A to B would be calculated as B - A
@@unrealdevop Thanks for the quick response.. I was just mainly concerned due to my lack of knowledge regarding the motion matching anims; but if that won't stand in the way for implementing it I'll give it a go :)
@@thenoobdev This system is designed to allow you to easily layer over the upper body. Most Action Based Full Body Animations are going to be played as Montages anyway. Honestly I can't think of an easier way for Indie Devs the handle the animation side of things, but there will always be challenges based around what you want in the game and what's available. It's almost always the case that if you want full body animations in your game your basically required to perform some amount of modification to get them to work well with other animations. Animation Studios have Dedicated Animators that make all their animations for their specific purposes. Animations are not Lego Blocks, they are more like puzzle pieces that are designed ahead of time to fit with specific pieces in the puzzle, in terms of animation this usually means that the animation starts in a pose that is close to the pose your coming out of.
This video doesn't much explain the performance of virtual shadow maps.
Ok
Navigating the project is overwhelming. I’m having trouble applying the linkedanimlayer in a more traditional way. I have it exposed in my weapons & it doesn’t seem to apply. I don’t want the gun models so the heldobject stuff is getting in the way. I’d also like to easily integrate the gasp changes as they release, replicating is coming soon & who knows what else. Can you give me some tips on where I should be looking ? What’s the relevant stuff in regards animations system only ? Do you have a stripped back version ? I have custom animations I’ve made that I’d like to use. Sorry, it’s a lot! Appreciate your work & the way you’ve done this compared to others.
Yeah I have a 1-1.5 hour long video just going over how the system works. I'm going to make a few changes to how I handle some things in the project soon and then I will so a video breaking it all down again. Honestly though, I'm not sure it's really possible to strip it down any more then it is. For this system to work and function properly you really need all those moving parts. I will likely make a written documentation at some point as well.
@@unrealdevop Any idea why the hands would be animating but the arms aren’t raised ? I realised it is being called from my weapon using linkedanimlayer when I noticed the fingers clenched, the trigger finger also noticeably changes when aiming 🤔 I’m perplexed 🧐
@@nathanmckerrow9059 More then likely your not adding Layering data in the chooser for that gameplay tag. I'll be doing videos on Creating Custom Linked Anim Layers, and Adding Characters soon. The Chooser stores the layering data, these settings are chosen based on Gameplay Tags. If you create a new Gameplay Tag that doesn't follow the structure in my project, then it won't find any Layering Data for the tag and your Linked Anim Layer will not be layered.
That was a strong vape hit, my man 🤣
Yeah I take pretty big hits lol
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