a fix to get the best of both worlds per se is to expose the pelvis section as a pin. create two pelvis settings variables, 1 for moving, 1 for acceleration. copy over the settings and change the moving to component space. then out of the pevis pin on foot placement node use a 'select' node. place accel in false, moving in true. in the index use 'speed2d > 275' now after acceleration is completed it will swap to the movement pelvis settings. there is till a small amount of stair clipping at acceleration, but for me a fair tradeoff for constant clipping during any acceleration animation, as you probably won't be on stairs stopping and starting all the time
an alternative is to set the stairs up as an actor, then use a collision box to detect player. add an invisible plane at the same angle as the stairs. detect player speed and alternate collision between plane and stairs to get smooth movement and maintain foot ik at idle
Not sure why the discord link is messed up, but here is a fresh link to try: discord.gg/KBmRph6HpR If you can't get in to ask the question, you can reply to me here and I'll see if I can answer your question.
@@studiothink81 I haven't had a lot of time to go over the new camera stuff. I figured out where the stuff is and to add/change settings, but whenever I try to change or add anything, GASP 5.5 crashes on me. So, it looks like I need to recreate it from scratch, which will take some time.
I haven't taken the time to sit down and figure out how to do that because I've been working on other stuff, but once I have learned it and implemented it into GASP, I will definitely show how to do it.
Generally what you want for stairs in games is a smooth ramp geometry for simple collision, and stair geometry for complex collision, otherwise the capsule shakes, which will mess with your camera/physics and more things beyond animation. I wish we could have made a silver bullet foot placement approach, and we'll work on it as part of the new Mover but there's no ETA.
I totally get that. For simple stuff and collisions, definitely do ramps with a stair mesh over top. I can also understand the camera/physics stuff being an issue with more complex collisions. So far, I like foot placement and the heavy lifting it does. I understand it can't all be perfect. I am curious about the new Mover. I think I saw something about it recently when trying to figure out left hand ik fixes for weapons.
@@RabbitDroid-z1v No it is not. GASP 5.5 uses GamePlay Camera, not the native UE Camera. The jitters is cause by the capsule hitting agaist the edge of every steps. If the screen shakes, then it's the camera.
@@NinjaSonar Firstly, my channel is a multimedia blog only to showcase the progress of our work. It will not feature tutorials, as that would go against the purpose of the channel. Secondly, Sylver put an effort to make and publish his video. While his hotfix is temporary, it is still sufficient enough to prevent the character from sinking into the mesh, and that is sufficent enough for you to move forward with other tasks first. Moreover, this is just the first update for GASP. There's more to come. GASP devs might introduce a better fix for the stairs in future updates. And lastly, again, Sylver put an effort to make and published the video. Please watch and listen carefully to what he said. He promptly mention me, and also disclose a stepping stone towards [one part] my method.
a fix to get the best of both worlds per se is to expose the pelvis section as a pin. create two pelvis settings variables, 1 for moving, 1 for acceleration. copy over the settings and change the moving to component space. then out of the pevis pin on foot placement node use a 'select' node. place accel in false, moving in true. in the index use 'speed2d > 275' now after acceleration is completed it will swap to the movement pelvis settings. there is till a small amount of stair clipping at acceleration, but for me a fair tradeoff for constant clipping during any acceleration animation, as you probably won't be on stairs stopping and starting all the time
an alternative is to set the stairs up as an actor, then use a collision box to detect player. add an invisible plane at the same angle as the stairs. detect player speed and alternate collision between plane and stairs to get smooth movement and maintain foot ik at idle
Got question... but your discord url is wrong... :(
Not sure why the discord link is messed up, but here is a fresh link to try: discord.gg/KBmRph6HpR
If you can't get in to ask the question, you can reply to me here and I'll see if I can answer your question.
@@sylvernes9837 Just to know if you have an idea to remove the "new" camera manager from this update to use a top down camera... ?
@@studiothink81 I haven't had a lot of time to go over the new camera stuff. I figured out where the stuff is and to add/change settings, but whenever I try to change or add anything, GASP 5.5 crashes on me.
So, it looks like I need to recreate it from scratch, which will take some time.
@@sylvernes9837 hmmm your crash seems familiar to me... I'm damned !
@studiothink81 From what you just said, you found the camera asset and tried to make changes? Lol
Can you add rope swinging pls
I haven't taken the time to sit down and figure out how to do that because I've been working on other stuff, but once I have learned it and implemented it into GASP, I will definitely show how to do it.
Generally what you want for stairs in games is a smooth ramp geometry for simple collision, and stair geometry for complex collision, otherwise the capsule shakes, which will mess with your camera/physics and more things beyond animation.
I wish we could have made a silver bullet foot placement approach, and we'll work on it as part of the new Mover but there's no ETA.
I totally get that. For simple stuff and collisions, definitely do ramps with a stair mesh over top. I can also understand the camera/physics stuff being an issue with more complex collisions.
So far, I like foot placement and the heavy lifting it does. I understand it can't all be perfect. I am curious about the new Mover. I think I saw something about it recently when trying to figure out left hand ik fixes for weapons.
@@RabbitDroid-z1v No it is not. GASP 5.5 uses GamePlay Camera, not the native UE Camera. The jitters is cause by the capsule hitting agaist the edge of every steps. If the screen shakes, then it's the camera.
Would you mind sharing a brief explanation, or a video of your method? Id be interested to see it!
@azythegreat
@@NinjaSonar Firstly, my channel is a multimedia blog only to showcase the progress of our work. It will not feature tutorials, as that would go against the purpose of the channel.
Secondly, Sylver put an effort to make and publish his video. While his hotfix is temporary, it is still sufficient enough to prevent the character from sinking into the mesh, and that is sufficent enough for you to move forward with other tasks first. Moreover, this is just the first update for GASP. There's more to come. GASP devs might introduce a better fix for the stairs in future updates.
And lastly, again, Sylver put an effort to make and published the video. Please watch and listen carefully to what he said. He promptly mention me, and also disclose a stepping stone towards [one part] my method.