NOTE: If you downloaded this within 4 hours of me Posting, I uploaded the wrong one, I just re-uploaded it. NOTE 2: The Offset on both the Pistol Idle and Rifle Aiming when Applying the Breathing was just Fixed. If you have already downloaded **version 1.18** I just released a HotPatch fixing this**
I’ve been playing with using a control rig to handle the aim offset. This moves the spine rotation out of the animation blueprint, drops the AO section in the Animation BP, and the control rig has the AimMath node and forward solve which does a lot of the hardwork. The offset root bone creates a headache to work around with the initial and goal targets in the control rig, and I have a drop on my FPS so I need to see if it is viable, but thought I’d see what you think as an option. I’ll try find the control rig tutorial I followed for the aim math nodes.
Yeah the offset root bone creates like 12 or more problems, and yet it only fixes one....I really feel like it's more of a hack and I don't like it at all. If they don't manage to fix that I'm not sure that their Motion Matching will be widely adopted. I can imagine they are catching a lot of flak for how it currently functions and so I'm hoping that it's enough to drive them into either fixing the problem with it or offering an alternative solution. If you can get around the problems it would possibly be do-able, but you need to know that there is really no way to calculate an aimoffset without considering the Offset Root Bone, Root location, into the equation. This is because it's both offsetting and counter-rotating the Root Bone to prevent foot-sliding.
With the one of your older downloads. I just added the linetrace to the camera for a quick fix. When I'm feeling lazy I just load up your project and test out free sketchfab rigs. The other day i put a mech and a house together in blender, then exported it into unreal. Wala a walking house lol.
Do you think that it would be difficult to setup the project for top down isometric view? Not talking about aiming and such, just the movement. I haven't seen any video on youtube showing the results.
It depends on your intentions really. Additive Layering works great on the Upperbody and doesn't do well on the lower body at all. It's just a great way to reduce the need for having a lot of animations. As far as the Community Replicated version I don't know anything about that man, but I can tell you that people are wasting their time replicating this because as soon as 5.5 drops all that work will become irrelevant and pointless....I say that because they have already told everyone they will replicate it and that the only reason they didn't is because the CMC doesn't have replicated Acceleration. In 5.5 this will be fixed and it will be a far better approach then replicating a Prediction Trajectory with like 50+ Entries in an Array that have to be sent over a server in real time.....every single tick.....which as you can imagine is a very very very........very....very bad idea....it's not a solution.....it's DuckTape.
if your trying to shoot straight, why not use the gun, add arrow and parent it to gun, place it at barrel and use its forward vector to spawn actors from it, sounds much better then messing with degrees
The reason why is because if you want a crosshair on the screen you still need the two lined up, and having an offset crosshair or one that moves is not something everybody is into, in fact I might go so far as to say most people wouldn't like that.
@@unrealdevop well you can try add arrow to the camera center, then use its location and forward vector it to get an end point to use and start can be the weapon?
@@ArazStudio-op4cg The camera manager already gives you the aiming rotation of the camera, the rotator points towards the center of the screen, getting that information isn't a problem. Ensuring the weapon actually points in that direction is. You have to create your poses carefully to get it to line up properly. Even a slight offset and it may be noticeable. Also, I should mention if people wanted to use it for First Person and it is offset, this will become much more noticeable if that's the case.
NOTE: If you downloaded this within 4 hours of me Posting, I uploaded the wrong one, I just re-uploaded it.
NOTE 2: The Offset on both the Pistol Idle and Rifle Aiming when Applying the Breathing was just Fixed. If you have already downloaded **version 1.18** I just released a HotPatch fixing this**
thank you as always for your work
Yeah no problem.
Боже, храни тебя и всех твоих близких за этот контент.
Просто лучший
Thank you, you too.
Wow, you're awesome man. You have my eternal support honestly.
yooooh! real thanks man.
Yeah for sure, I accidentally uploaded the wrong one several hours ago but it has been fixed.
Nice Mate, very Nice,
I’ve been playing with using a control rig to handle the aim offset. This moves the spine rotation out of the animation blueprint, drops the AO section in the Animation BP, and the control rig has the AimMath node and forward solve which does a lot of the hardwork. The offset root bone creates a headache to work around with the initial and goal targets in the control rig, and I have a drop on my FPS so I need to see if it is viable, but thought I’d see what you think as an option. I’ll try find the control rig tutorial I followed for the aim math nodes.
Yeah the offset root bone creates like 12 or more problems, and yet it only fixes one....I really feel like it's more of a hack and I don't like it at all. If they don't manage to fix that I'm not sure that their Motion Matching will be widely adopted. I can imagine they are catching a lot of flak for how it currently functions and so I'm hoping that it's enough to drive them into either fixing the problem with it or offering an alternative solution.
If you can get around the problems it would possibly be do-able, but you need to know that there is really no way to calculate an aimoffset without considering the Offset Root Bone, Root location, into the equation. This is because it's both offsetting and counter-rotating the Root Bone to prevent foot-sliding.
With the one of your older downloads. I just added the linetrace to the camera for a quick fix. When I'm feeling lazy I just load up your project and test out free sketchfab rigs. The other day i put a mech and a house together in blender, then exported it into unreal. Wala a walking house lol.
lol
Hazzah!
I don't know if you noticed but the metahuman aim is 4-5 offset.. the retargeter does something to it
Yes I am aware and I'll be addressing this later, it's solely due to differences in Anatomy.
Do you think that it would be difficult to setup the project for top down isometric view? Not talking about aiming and such, just the movement. I haven't seen any video on youtube showing the results.
Yeah I don't see why not. It's already setup for facing forward mode or whatever they have named the term
Should i use this system for a Third Person Shooter and do you think your implementation would work with the community replicated version of GASP
It depends on your intentions really. Additive Layering works great on the Upperbody and doesn't do well on the lower body at all. It's just a great way to reduce the need for having a lot of animations. As far as the Community Replicated version I don't know anything about that man, but I can tell you that people are wasting their time replicating this because as soon as 5.5 drops all that work will become irrelevant and pointless....I say that because they have already told everyone they will replicate it and that the only reason they didn't is because the CMC doesn't have replicated Acceleration. In 5.5 this will be fixed and it will be a far better approach then replicating a Prediction Trajectory with like 50+ Entries in an Array that have to be sent over a server in real time.....every single tick.....which as you can imagine is a very very very........very....very bad idea....it's not a solution.....it's DuckTape.
if your trying to shoot straight, why not use the gun, add arrow and parent it to gun, place it at barrel and use its forward vector to spawn actors from it, sounds much better then messing with degrees
The reason why is because if you want a crosshair on the screen you still need the two lined up, and having an offset crosshair or one that moves is not something everybody is into, in fact I might go so far as to say most people wouldn't like that.
@@unrealdevop aaw, lol
@@unrealdevop well you can try add arrow to the camera center, then use its location and forward vector it to get an end point to use and start can be the weapon?
@@ArazStudio-op4cg The camera manager already gives you the aiming rotation of the camera, the rotator points towards the center of the screen, getting that information isn't a problem. Ensuring the weapon actually points in that direction is. You have to create your poses carefully to get it to line up properly. Even a slight offset and it may be noticeable. Also, I should mention if people wanted to use it for First Person and it is offset, this will become much more noticeable if that's the case.
@@unrealdevop aw i see, your actually creating an aim system lol, thats sounds tough