BAD. ASS. Do you do your own motion capture? If so, do you have any information on categorizing what animations you need to capture for a full set that is consistent and versatile? (if that made any sense). I'm familiar with the capture methods and cleaning up the animations, just the implementation is where I'm lost (and probably motion acting as well). Also, if you have other melee animations in the works, I'm really looking forward to those!
You make a prototype with temp animations (can even be just moving a guy in t-pose), you make a list of all the anims you need. And because you made a prototype earlier, you know exactly how the anims should look like (for example - attack with exactly 1 meter step forward). You record a mocap session, then sit for a month or so and make it game ready - plot it to skeleton, cut it, tweak the movements, time it, adjust in-out poses, put the weapons in the hands etc. And yeah, I'm working on 1 handed sword and a 2 handed longsword set right now.
Jakub Kisiel Sounds remarkably tedious but doable, and something I'm probably capable of given the time. The prototype is something I never thought of, and it makes perfect sense. Thank you! Can't wait to see the new sets, man!
Jakub Kisiel How is the two handed longsword set coming? I will be purchasing that as soon as its available if its quality is comparable to this. Great work.
Staffan NW Hard to say. Maybe a month or more for animations and about two weeks for game prototype in Unity for testing the mechanics, timings, feeling etc.
Hi!! I have a question! If I buy this packet in the UE4 store, the license of this packet allows me to use these movements even in professional projects?
Great packs I own 3 so far, but I was hoping if you can add a jumping loop animation. I have characters that jump high and out last your jumping animation. I can tweak it myself but its doesn't look as professional as your work. I hope you consider it in future updates.
Game SAVVY There already are classic jumping animations in the pack: Sword_Jump_Platformer_Start Sword_Jump_Platformer_Fall (this is the loop) Sword_Jump_Platformer_Predict_Land Sword_Jump_Platformer_Land This demo shows how to use it: www.kubold.com/SAP/SwordWeb/SwordWeb.html Unless you mean something completly different?
Ya, because my character does air attacks and stays in the air for a while. The jump_fall animation continues from jump_start and has a twitch every time it loops again. It looks great with a normal jump height but like I said my character is in the air for a long time and it becomes very noticeable.
This set is on UE4 default skeleton. You should ask Mixamo if their characters work with UE4 default skeleton. Epic says that everything can be retargeted to anything in UE4.
Are these not on the Unreal Marketplace currently? I hesitate to buy them from your website because having them in my Unreal Vault would be much nicer.
Epic's submission process is usually 3 months. Then, 2 months before they pay up. It takes almost half a year (!!!) from submitting a product to getting the first money, which 3 months of it is just idling, without sales, if I go through Marketplace. That's why I sell on my site, right away after I finish a pack. Anyway, it should be another 1-2 months (submitted >1month ago) to Marketplace release, if Epic won't change it's ways.
Im asking by curiosity , you said it costs money to make this , but I dont see why. (Im really new into these stuff) . Could you tell me why you need money to make these?
+iiHadeS AMV . I'l take the permission to answer your question. In order to be able to sell this, he must have the license of whichever software he uses to produce his work. (that means = $$$) Also, wile working he is using electricity, and deteriorating his computer by using it (which have to be a decent one = $$$). Whit out taking in account the time he invest not just producing his product, but learnign to do it so. All that generate a cost even before starting the asset producction
+Alfica Soup Opera That's true, but the main costs are actually living. So for example, I get bills and I got to eat. I also have to pay mortgage and buy clothes. So, either I spend two months on making those and you pay for it, or you don't pay for it and I have to stop making those and find another job. It's actually the same reason why everything else in the world is not free. Everybody has to buy food, so everybody needs money.
+Naj Kraemer I used Optitrack motion capture system. You know, many infrared cameras, costumes with little reflective markers etc. The pro stuff, not kinect. Just google "optitrack".
Jakub Kisiel If this isn't too much to ask, I have been seeking advice from several developers and artists so far about the feasibility of a game I am planning on investing in. Right now I am going over the technical feasibility aspect of the product and there are a few questions I have yet to get answered just yet. Is it at possibility that we could speak via Google Hangouts IM? One of my contacts could more than likely answer the last bit of questions I have for combat, but he hasn't been in the office for the past week so I am a little worried. *I will not be developing this game myself. I am an Investor and at the moment, I am helping out the team at BE Games with Gloria Victis, but I desire to invest in my own platform, as I will actually hold equity in the company.* With the platform I am looking to fund, most of the non-combat and siege stuff, will require about as much work as a normal MMO, or single player game, that much I am aware of. For most moment to moment combat systems like in Mount & Blade and Gloria Victis, it'd likely be pretty hard, for game programmers to create character controllers, which resemble as much to real-life combat as possible; at least from my understanding. Which is why I believe that my team would need to make some innovations in MMO combat, as no one has yet been able to pull off single-player action combat in an MMO. Gloria Victis is coming close and the only studios besides BE Games of pulling something relatively unique off is possibly Cloud Imperium Studios.
I am moreso attempting to see how feasible an MMO such as the one I am contemplating is. I specialize in business development and business strategy and I am also good at raising capital... the labor for this will most likely be from developers in Poland.
+Christopher Price ... You lost me somewhere. Are you asking if Gloria Victis with real-time combat is doable? Or you are making a totally new mmo and you want someone to make estimates for animation part or...? Whatever it is you can just write to kuboldgames@gmail.com, I guess it's more suitable for conversations like that.
Ok, I see you edited your question. It works with Unity 5. I'm not yet fully upgrading to 5, because I can only have one version on the store, and 80% of Unity users didn't upgrade to 5. Most of the people still use 4.x.
+Hamza Asad Import the animations from folder "SourceFiles\RootMotion\" or the multitake big file. then you have to (in Inspector, in Rig tab) mark the Root bone as the Root Bone.. Next you have to yet again choose the Root bone as "Root Motion Source" in "Animation" tab. It will work then.
Yes, many other people have purchased this animation pack. I use my animations in my games. For example Spell Fighter (released) and Aliens Trolls & Dragons (not yet released). You can also count the two included game starters as games - I made those game starters exactly for the purpose of testing if the animations are suitable for gameplay, well timed etc..
Greetings. I'm currently working on a medieval project and I absolutely love your animations. Would you be available for professional inquiries via skype? If so please contact me through private message!
Another great pack mate! Nice work!
Respect for such an amazing Anim-Set! I'm currently working on a UE4 Medieval-Game, i'm sure i'll buy it :D
Awesome! I was searching all over for something like this.
I was going to point you to this, but I see you found your way ;)
Fantastic! :) The movement is realistic and very masculine...
The "Rifle Animset Pro for UE4" on the website looks great.
BAD. ASS.
Do you do your own motion capture? If so, do you have any information on categorizing what animations you need to capture for a full set that is consistent and versatile? (if that made any sense). I'm familiar with the capture methods and cleaning up the animations, just the implementation is where I'm lost (and probably motion acting as well).
Also, if you have other melee animations in the works, I'm really looking forward to those!
You make a prototype with temp animations (can even be just moving a guy in t-pose), you make a list of all the anims you need. And because you made a prototype earlier, you know exactly how the anims should look like (for example - attack with exactly 1 meter step forward). You record a mocap session, then sit for a month or so and make it game ready - plot it to skeleton, cut it, tweak the movements, time it, adjust in-out poses, put the weapons in the hands etc.
And yeah, I'm working on 1 handed sword and a 2 handed longsword set right now.
Jakub Kisiel Sounds remarkably tedious but doable, and something I'm probably capable of given the time. The prototype is something I never thought of, and it makes perfect sense. Thank you!
Can't wait to see the new sets, man!
Jakub Kisiel How is the two handed longsword set coming? I will be purchasing that as soon as its available if its quality is comparable to this. Great work.
1 handed sword first. 2 handed will be next. And of course, quality will be AAA :)
Pretty awesome man great work!
Woooow, pretty awesome . Are you planning to do one set for dual wield weapons?
So Realistic Animation Love it.
2:42 lol those jedy power with sword
Love it, how many working hours did you put down into this if one may ask :-)
Staffan NW Hard to say. Maybe a month or more for animations and about two weeks for game prototype in Unity for testing the mechanics, timings, feeling etc.
Amazing work. Looking forward to this hitting the marketplace!
Top Job Kubold!
@Jakub is it possible to buy the knight guy as well in the animtaiton pack?
Hi!! I have a question! If I buy this packet in the UE4 store, the license of this packet allows me to use these movements even in professional projects?
yes
Best mime ever
Great packs I own 3 so far, but I was hoping if you can add a jumping loop animation. I have characters that jump high and out last your jumping animation. I can tweak it myself but its doesn't look as professional as your work. I hope you consider it in future updates.
Game SAVVY There already are classic jumping animations in the pack:
Sword_Jump_Platformer_Start
Sword_Jump_Platformer_Fall (this is the loop)
Sword_Jump_Platformer_Predict_Land
Sword_Jump_Platformer_Land
This demo shows how to use it: www.kubold.com/SAP/SwordWeb/SwordWeb.html
Unless you mean something completly different?
Ya, because my character does air attacks and stays in the air for a while. The jump_fall animation continues from jump_start and has a twitch every time it loops again. It looks great with a normal jump height but like I said my character is in the air for a long time and it becomes very noticeable.
So what you really wanted to say is: fix the twitch in paltformer jumping :) Ok, I'll do that and update.
Jakub Kisiel Haha thanks, also are you planning on a making a mage caster or archer? and what'll be your next animset?
Do you know if this will work with Mixamo's UE4 Export skeleton? I think it is close to the UE4's default Skeleton.
This set is on UE4 default skeleton. You should ask Mixamo if their characters work with UE4 default skeleton. Epic says that everything can be retargeted to anything in UE4.
Do you have a tutorial on how to install this for UE4? Also would you do request work?
Are these not on the Unreal Marketplace currently? I hesitate to buy them from your website because having them in my Unreal Vault would be much nicer.
Epic's submission process is usually 3 months. Then, 2 months before they pay up. It takes almost half a year (!!!) from submitting a product to getting the first money, which 3 months of it is just idling, without sales, if I go through Marketplace. That's why I sell on my site, right away after I finish a pack.
Anyway, it should be another 1-2 months (submitted >1month ago) to Marketplace release, if Epic won't change it's ways.
Jakub Kisiel Finally up on the marketplace! Congrats. Looking forward to more of your work.
i see 3 dislikes!! .. Y u r soooo dump people this guy is the best at all time
Im asking by curiosity , you said it costs money to make this , but I dont see why. (Im really new into these stuff) . Could you tell me why you need money to make these?
+iiHadeS AMV .
I'l take the permission to answer your question.
In order to be able to sell this, he must have the license of whichever software he uses to produce his work.
(that means = $$$)
Also, wile working he is using electricity, and deteriorating his computer by using it
(which have to be a decent one = $$$).
Whit out taking in account the time he invest not just producing his product, but learnign to do it so.
All that generate a cost even before starting the asset producction
+Alfica Soup Opera That's true, but the main costs are actually living. So for example, I get bills and I got to eat. I also have to pay mortgage and buy clothes. So, either I spend two months on making those and you pay for it, or you don't pay for it and I have to stop making those and find another job.
It's actually the same reason why everything else in the world is not free. Everybody has to buy food, so everybody needs money.
Thank you very much for the answers guys!I want to make stuff like these so I wanted to know what I have to take into consideration.
Hey nice work. What did you use to motioncap your movements???
+Naj Kraemer Optitrack
Jakub Kisiel and what motion camera did you use? the Xbox one?
+Naj Kraemer I used Optitrack motion capture system. You know, many infrared cameras, costumes with little reflective markers etc. The pro stuff, not kinect. Just google "optitrack".
Jakub Kisiel oh...so you own one of those rooms? or did you rent it? XD
I own the equipment and software. Not sure what you want to hear and why are you asking so specifically about my situation...?
Ballache to implement well and smooth, but some pretty nice anims! albeit a bit over exaggerated aha
Can we use these animations for Unity as well?
Yes, Marketplace EULA allows that for assets not created directly by Epic.
@Jakub Kisiel you made this mate?
Yeah. I also made other anim sets and more coming :)
Jakub Kisiel If this isn't too much to ask, I have been seeking advice from several developers and artists so far about the feasibility of a game I am planning on investing in. Right now I am going over the technical feasibility aspect of the product and there are a few questions I have yet to get answered just yet.
Is it at possibility that we could speak via Google Hangouts IM? One of my contacts could more than likely answer the last bit of questions I have for combat, but he hasn't been in the office for the past week so I am a little worried.
*I will not be developing this game myself. I am an Investor and at the moment, I am helping out the team at BE Games with Gloria Victis, but I desire to invest in my own platform, as I will actually hold equity in the company.*
With the platform I am looking to fund, most of the non-combat and siege stuff, will require about as much work as a normal MMO, or single player game, that much I am aware of.
For most moment to moment combat systems like in Mount & Blade and Gloria Victis, it'd likely be pretty hard, for game programmers to create character controllers, which resemble as much to real-life combat as possible; at least from my understanding. Which is why I believe that my team would need to make some innovations in MMO combat, as no one has yet been able to pull off single-player action combat in an MMO. Gloria Victis is coming close and the only studios besides BE Games of pulling something relatively unique off is possibly Cloud Imperium Studios.
I am moreso attempting to see how feasible an MMO such as the one I am contemplating is. I specialize in business development and business strategy and I am also good at raising capital... the labor for this will most likely be from developers in Poland.
+Christopher Price ... You lost me somewhere. Are you asking if Gloria Victis with real-time combat is doable? Or you are making a totally new mmo and you want someone to make estimates for animation part or...?
Whatever it is you can just write to kuboldgames@gmail.com, I guess it's more suitable for conversations like that.
The second part. I will describe more through e-mail when I get a chance today.
Any news for unity 5 now that it's released?
I'm not sure what you mean, but I guess you are asking if I sell my sets on Unity. Yes I do:
www.assetstore.unity3d.com/en/#!/publisher/5491
Ok, I see you edited your question. It works with Unity 5. I'm not yet fully upgrading to 5, because I can only have one version on the store, and 80% of Unity users didn't upgrade to 5. Most of the people still use 4.x.
Importing this to unity it just stays in place even when applied the root motion
+Hamza Asad Import the animations from folder "SourceFiles\RootMotion\" or the multitake big file. then you have to (in Inspector, in Rig tab) mark the Root bone as the Root Bone.. Next you have to yet again choose the Root bone as "Root Motion Source" in "Animation" tab. It will work then.
+Jakub Kisiel (Kubold) will try that thanks 😉😉
coolz
Need tutorial for this.
Has anyone ever actually purchased this and used it for their games?
Yes, many other people have purchased this animation pack. I use my animations in my games. For example Spell Fighter (released) and Aliens Trolls & Dragons (not yet released). You can also count the two included game starters as games - I made those game starters exactly for the purpose of testing if the animations are suitable for gameplay, well timed etc..
That's awesome!
Greetings. I'm currently working on a medieval project and I absolutely love your animations. Would you be available for professional inquiries via skype? If so please contact me through private message!
+Grandpa Trinity Please contact kuboldgames@gmail.com.