[Legs Animator] Introduction Tutorial

Поділитися
Вставка
  • Опубліковано 25 жов 2024

КОМЕНТАРІ • 55

  • @RumpelstilskinVonRut
    @RumpelstilskinVonRut Рік тому +5

    Fantastic Stuff! I saw a demo of this on your twitter years ago. Was hoping you would release that ever since! Thank you for your hard work mate!

  • @WallStreetCroaker
    @WallStreetCroaker 8 днів тому

    This is insane, +1 purchase!

  • @orkun441
    @orkun441 3 дні тому

    can you do a video with a character that has already strafe animations but need to fine tune to prevent foot sliding?

  • @importon
    @importon 2 місяці тому

    This is really amazing. we need this in unreal engine!

  • @sadusko7103
    @sadusko7103 8 місяців тому

    Hey!
    First of all, great addon, I love it, and I'm sure my user errors are just that, user errors!
    I'm trying to use this for a VR game but it's having some weird effects.
    The head will almost detach from the body a bit by moving way further forward if we're moving the stick forward for locomotion.
    I can fix this weird stuff by basically removing the stabilize center of mass, however this will make it very apparent that the feet are not moving in front of the character but behind.
    What should I do to place the feet in front of the character when moving?
    Is there any way I can tell the Legs Animator script that I'm trying to move forward or which axis I'm trying to move into using the thumbstick?

    • @FImpossibleCreations
      @FImpossibleCreations  8 місяців тому

      Hello, yes you can disable hips features to avoid upper body bones offset.
      Legs Animator is focusing just on the legs animation, next months there will be released upgrade package handling upper body as well, so I will prepare features for keeping the head in place.
      If your movement is using non kinematic rigidbody, the "Rigidody Step Further" module should help.
      It's used in the "S_Demo_LegsAnimator_Idle Gluing_Creature" demo scene and makes creature's walk forward animation more accurate by shifting desired IK step points forward with its rigidbody velocity.

    • @sadusko7103
      @sadusko7103 8 місяців тому

      Hey @FImpossibleCreations !
      I would like to thank you for giving me the right direction, I am not using a Rigidbody on my character but the module you mentioned showed how it used velocity to step further, which is exactly what I needed, so I created my own module based on the velocity of our characters itself and it works fine now!
      Thank you!
      Insanely extendable and scalable, very happy with your product!

  • @Build_the_Future
    @Build_the_Future Рік тому +1

    For what I'm trying to make, I need to make sure there is no foot sliding, and no way that one foot can be in the air until the other foot on the ground. (humanoid) Is that possible and if so what are the main adjustment variables that control this? I tried to use motion matching, but I could never get it to perfectly eliminate foot sliding and gave up. Hopefully this will be a better solution.

    • @FImpossibleCreations
      @FImpossibleCreations  Рік тому

      I think I know what you mean, you can see a glimpse of handling it in the release video at 1;42 (it's using one run animation+leaning animator)
      It's using the same feature like here at 21:29.
      It's called 'Movement Gluing' and it requires the information about desired movement direction in order to use 'Swing Helper'.
      But to keep legs on ground for dynamic + Rotating character there are few tips:
      Swing helper should be around 0.6-0.8 to not detach leg too soon, also 'Unglue On' needs to be higher to not detach leg during character rotation.
      'Allow Glue Drag' is subtle slide effect which happens only in critial circumstances for leg stretching but you can lower it's value too.
      Sometimes it's not possible to keep foot on the ground by nature, since the leg would need to be overlapping/twisted too much - it can happen when character controller is rotating too quickly for example by 120-180 degrees.
      The character controller also needs to move along it's forward rotation, without it, the will have much less possibility to put leg in the natural way.

  • @hyunkeunpark5467
    @hyunkeunpark5467 Місяць тому

    I have a question.
    I am following this video, but the character(GameObject) is going up when I add the Rigidbody component to the character.
    I want to attach my setting capture, but I can't find any Q & A point.
    Could you please give me a guide for this issue?

    • @FImpossibleCreations
      @FImpossibleCreations  Місяць тому

      Hello. Is it constantly moving up higher and higher, or it is just pulled up to some level?
      If constantly moving up then it could mean that it is colliding with some scene collider objects (rigidbody is using all its child objects colliders as its 'body')
      if it moves up slowly, maybe you changed your physics settings gravity?
      If it is just pulled up, then legs animator is probably detecting colliders, like your character leg colliders as ground to stand on. Go to Setup -> Detection -> Ground Mask and select which layers should be considered as objects to put legs on. Then also change body colliders to some different layer.

  • @AlexStrook
    @AlexStrook Рік тому +1

    This looks fantastic

  • @evggg
    @evggg 2 місяці тому

    Amazing work!

  • @influency4075
    @influency4075 2 місяці тому

    I want to use this so much but as I am using runtime animator (playable) seems like my running animations are not working with that :(

    • @FImpossibleCreations
      @FImpossibleCreations  2 місяці тому

      Legs Animator is working with playable graph animators. Maybe you experience issue like on the short? ua-cam.com/users/shortsyn3YJ9Mu9No

    • @influency4075
      @influency4075 2 місяці тому

      @@FImpossibleCreations sadly no, this is set via code and it is updated properly when running/idling

    • @FImpossibleCreations
      @FImpossibleCreations  Місяць тому +1

      @@influency4075 One of the users had similar problem. He switched Main->Setup->Calibrate to none. If your case is the same, that means you're probably evaluating playable graph during update. Try evaluating it in LateUpdate() with script execution order below -20

  • @viva-la-baz1458
    @viva-la-baz1458 Місяць тому

    How do i fix knees bent inwards with Mixamo rigs?

    • @FImpossibleCreations
      @FImpossibleCreations  Місяць тому

      Check user manual page 7-8, or use humanoid Ik hint mode, under Setup -> IK -> Ik Hint

  • @Frapserer
    @Frapserer Рік тому

    Hey there, great asset and i'm loving it so far! Got one question that I couldn't figure out from the video or the doc pdf, on start scene my character flies off the spot it's standing in and realigns at the beginning, takes like 2 seconds, i'm not sure how to get rid of it as i don't see similar behavior in the video. Technically I could hide it, but i'd rather solve the issue, if needed I can provide some video of it

    • @FImpossibleCreations
      @FImpossibleCreations  Рік тому

      I think I know how it looks like. I was working on fixing it before release. It probably is caused by one of the modules initialization calculations which should be refreshed in a different way.
      Can you check if disabling custom modules makes this issue disappear?
      Or maybe you do some kind of teleportation for the character on the start?

    • @Frapserer
      @Frapserer Рік тому

      Oh, it actually is the result of teleportation on start, I completely forgot about it. I assume just toggling the component off and on before and after teleportation will solve the issue

  • @patek2385
    @patek2385 2 місяці тому

    So I still can animate the whole character in Blender and legs gets rewritten with this add-on?

    • @FImpossibleCreations
      @FImpossibleCreations  2 місяці тому

      Just in some cases. For characters like insects it can generate all legs motion, but for humanoids, the legs animation requires much more motion in the whole body like spine+arms reactions, to make it look correct.
      Still, Legs Animator can be really helpful for humanoids, but it will not generate like good walk / running animations.

  • @haikunHuanghk
    @haikunHuanghk 5 місяців тому

    Time saver and money saver!!!!!

  • @DarkHeliosGamesInteractive
    @DarkHeliosGamesInteractive 9 місяців тому

    My character's legs IK goes flipped the armature is from mixamo

    • @FImpossibleCreations
      @FImpossibleCreations  9 місяців тому

      It's mentioned in 4:44. Try switching Knee Hint Mode to humanoid. You can also take look onto manual page 7-8

    • @DarkHeliosGamesInteractive
      @DarkHeliosGamesInteractive 9 місяців тому

      I tried everything the solution was to rotate more on editor my upper and lower legs and now he walks like a normal human thank you for this tool is working great and man is so wonderful to look at it especially when rotating the camera is clean and works thank you again

  • @ParsleyDev1
    @ParsleyDev1 3 місяці тому

    is there a way to make the raycast come out of any point you want? Does it have to be the hip bone?

    • @FImpossibleCreations
      @FImpossibleCreations  3 місяці тому

      Uder Setup -> Detection there is Raycast Style parameter which gives few options for the raycast start

    • @ParsleyDev1
      @ParsleyDev1 3 місяці тому

      @@FImpossibleCreations it turns out that wasn't the problem, 1. the raycast isn't working until the object with the component is in the ground from the hip down, then the legs just flip upside down or something, and act weird. I set it up like u showed, and when i turned off raycast, it looked normal (except for the stuff that gets turned off with that option.

  • @이정원-e4j
    @이정원-e4j Рік тому

    when i using NavMeshAgent with this tutorial projects, minotaur looks like sliding, ( not looks like dragging in scene editor) is there guide for movements?
    legs animation is also faster when speed is higher , but over then speed 1, still minotaur looks like sliding

    • @FImpossibleCreations
      @FImpossibleCreations  Рік тому

      But your scene editor dragging is working? There should be no difference if dragging in scene view or moving with navmesh agent. Make sure you assign collision layers for Legs Animator to catch your ground model collision.
      If legs are too slow, you can increase 'Allow Speedups' under Motion/Gluing/Idle Glue Motion and increase 'Allow Glue Drag' under Main Glue.

    • @이정원-e4j
      @이정원-e4j Рік тому

      @@FImpossibleCreations thank's for replying. it works well in editor's dragging. unfortunatly, it still looks sliding when "Allow Speedups" & "Allow Glue Drag" is set as 1 ( max )

    • @FImpossibleCreations
      @FImpossibleCreations  Рік тому

      ​@@이정원-e4j Maybe you refer 'dragging' to 'Movement Gluing' motion? Its enabled when character starts to move and It's dedicated for keyframe movement animations. Take look on the bottom of the inspector view, under Motion/Gluing.
      There is parameter "Glue Mode", if you don't want to use keyframe animation sync, switch it to "Idle" instead of "Automatic.

    • @이정원-e4j
      @이정원-e4j Рік тому

      @@FImpossibleCreations set Paramater to "Glue Mode" => "Idle" but it was not working. when Nav Mesh Agent's Speed's higher, animation's miss matching stands out. may i show you issue video with email?

    • @FImpossibleCreations
      @FImpossibleCreations  Рік тому

      @@이정원-e4j Yes, feel free to contact me via email

  • @iqbalsurya77
    @iqbalsurya77 9 місяців тому

    Can this be applied to a 2D project?

    • @FImpossibleCreations
      @FImpossibleCreations  9 місяців тому

      Unfortunately no. This plugin is made just for 3D characters.

  • @jogosonplay6499
    @jogosonplay6499 Рік тому

    O package mais lindo da plataforma. 😁 Pena que brasileiro sofre pra comprar. 😂

    • @caiocabral7355
      @caiocabral7355 8 місяців тому

      sofremos mesmo!
      Esse Asset é sensacional para VR, muito bom mesmo

  • @cameronthurston7071
    @cameronthurston7071 6 місяців тому

    Does this work well with PuppetMaster?

  • @Ptah1130
    @Ptah1130 Рік тому

    Can this work with other controller assets in the unity asset store?

    • @FImpossibleCreations
      @FImpossibleCreations  Рік тому +2

      Yes, soon I will record a new tutorial focusing on character controllers.

    • @Ptah1130
      @Ptah1130 Рік тому

      @@FImpossibleCreations Thank you! Much appreciated!

    • @lafucinadelgranducato
      @lafucinadelgranducato Рік тому

      News ??? I'm waiting for it !!! @@FImpossibleCreations

    • @FImpossibleCreations
      @FImpossibleCreations  Рік тому +1

      @@lafucinadelgranducato I was checking it on a few controllers lately, and well... there was nothing more to talk about than in this tutorial video.
      Just adding extra animator bool 'IsMoving' parameter for quicker reaction for the plugin, tweaking and nothing more as far.
      For Kinematic Movement Controller I needed to forward velocity.normalized value to legsAnimator.User_SedDesiredMovementDirection() to support SwingHelper feature.

  • @MrWh1tee
    @MrWh1tee 8 місяців тому

    what about UE5?!?!?1/1/1/?!?!/

  • @Matt-es7le
    @Matt-es7le 9 місяців тому

    Hi can the hand do the rigging as well?

    • @FImpossibleCreations
      @FImpossibleCreations  9 місяців тому

      Hello, there will be other plugin which will handle legs + upper body + arms but it's in production right now.

    • @Matt-es7le
      @Matt-es7le 9 місяців тому

      do u mean i have to buy another asset?@@FImpossibleCreations

    • @Matt-es7le
      @Matt-es7le 9 місяців тому

      Do you mean the hand rigging need to buy from another asset ?@@FImpossibleCreations

    • @FImpossibleCreations
      @FImpossibleCreations  8 місяців тому

      If you own legs animator, you will get full legs animator price discount for the full body plugin. But it's not completed yet, you need to wait few more months before it's ready.@@Matt-es7le