thx you, was tryna do this by turning the sphere trace hit normal to a quaternion and return the value and plugging it into the modify transforms, but failed horribly. I had no idea what to do. I feel that in the c++ course made by druid mechanics he should have informed us about the aim math function in the challenge section.
I got the variable passing for the hit normals, I figured out I needed and AimMath to adjust the foot's transform, I DID NOT firgure out the backwards foot thing lmao. Thank you for this video!
I'm taking Druid Mechanics C++ programming for UE5 Udemy course right now. I have tons of experience programming but it has been ages since I've programmed in just C alone. His course has been a tremendous help not only in refreshing my knowledge of C++ but also of how to translate it to use in UE5. Thanks for making this video, btw, I was struggling a bit, blueprints are still a little foreign to me. :\
@FinalMyle that's awesome! Stephen's courses helped me learn c++ from no coding experience. I'm very appreciative of these courses 😃 cheers and have fun !!
Thank you very much, just finished this part in his course and wanted to go further with the IK. Thank you for sharing here was easier for me to find then in discord >_
Hey Im doing the tutorial and came here trying to find a solution for the challenge section... THANK YOU SO MUCH FOR POSTING THIS!!! One other thing I'm trying to figure out (and I notice you already implemented) is how to get my playercharacter to auto rotate as the camera rotates. Keep up the great work! Cheers!
Thank you. I am having an issue with the left foot AIMMath node giving a warning that both the primary and secondary targets are both invalid. I had created the original IK rig as per the Druid Mechanics course but I can't seem to find any reason for this. I created the Vector for the HitNormal from the FootTrace function and set up the FullBodyIK as shown in your video. I would appreciate your thoughts on this.
Unfortunately, No. I went back over everything several times to make sure that I had my setup similar to yours. Since I am taking the druid mechanics course that you referred to, it was pretty much the same setup. It's odd that the right foot aimmath node works fine. The left foot aimmath is the same setup but gives me the warning. If you are on to bigger and better things then I will look around for other options to do this. Thank you Michael
@@robertsakurai I am really just starting my adventure in learning this. You do have a point. I was hoping to hear back from TelesporosGAMEDEV but nothing yet. I will start my search for more information soon. I will try to let you know if I find anything.
@@MichaelCole-o7m got it working after adding virtual bones, don't know why because they didn't work, but after just adding them ik bones started working. Super weird
Thank you so much, I don't think I would've figured it out on my own. I'm really wondering how the hell was I supposed to guess that, since epic's documentation on this function seems rather lacking, at least from my research
I use a plug in called 'electronic nodes' which makes the node connection lines have straight lines and angles instead of curves. Beyond that I just use lots of different colored comment blocks . Cheers !
i was trying to get angle between foot bone and hit normal, i learned quite a bit about quaternions to do so, and, after 2 days i give up and learned that it was incorret way :(
Hey and thanks for a great tutorial! I was wondering if you have a solution to keeping the feet from being angled during animations? I made a character and his feet look weird when running.
I followed the tutorial, but the foot became super wierd when moving (walk, run, ...etc), I tried to set boolean so when velocity > 0 it disable rotation, but now the foot snap between the two poses, Any solution?
Hi friend! Feel free to get in touch with me on discord @ TelesphorosGAMES#6638 - if you can, send me a screenshot of your blueprint setup. If possible, show me where you added a check to ensure IK was not being used when Velocity was
I think you're referring to the Electric Nodes plugin, found here : www.unrealengine.com/marketplace/en-US/product/electronic-nodes it gives the vertical lines that can give a cleaner look to the blueprints. Is that what you're after? Also, I got the plugin on sale for half off, so might want to wish list it
Mixamo's animations can be good or bad - some of the animations loaded onto mixamo have far too many frames for the length of animation (hundreds of frames for a few seconds is far overkill ) - those ones I generally avoid as much as I can. Also, when downloading the animation, I only use ones that have an "in place" animation option. What exactly looks bad about your anims? Also, for many animations (that can be retargeted) you can look in the free Paragon character packs. Hope this helps, good luck and have fun!
You're so awesome for making this video, I got stuck on this challenge and it is not easy to find the solutions in the discord. Thank you so much!
Thanks for your post. I was lost on the challenge till now.
thx you, was tryna do this by turning the sphere trace hit normal to a quaternion and return the value and plugging it into the modify transforms, but failed horribly. I had no idea what to do. I feel that in the c++ course made by druid mechanics he should have informed us about the aim math function in the challenge section.
I got the variable passing for the hit normals, I figured out I needed and AimMath to adjust the foot's transform, I DID NOT firgure out the backwards foot thing lmao. Thank you for this video!
Really grateful to God for meeting you man, this came in handy🙏🙏thank you so much
Thanks be to God for all things! I'm thankful to have met you, too! Cheers and blessings!
I'm taking Druid Mechanics C++ programming for UE5 Udemy course right now. I have tons of experience programming but it has been ages since I've programmed in just C alone. His course has been a tremendous help not only in refreshing my knowledge of C++ but also of how to translate it to use in UE5.
Thanks for making this video, btw, I was struggling a bit, blueprints are still a little foreign to me. :\
@FinalMyle that's awesome! Stephen's courses helped me learn c++ from no coding experience. I'm very appreciative of these courses 😃 cheers and have fun !!
Thanks for the tutorial but I get a warning on the aim math node saying that both targets are invalid, have you run into this?
Thank you very much, just finished this part in his course and wanted to go further with the IK. Thank you for sharing here was easier for me to find then in discord >_
THANK YOU SO MUCH FOR THIS TUTORIAL!!! I tried almost 2 hours to find the solution but i didn't managed to do so hahaha.
Hey Im doing the tutorial and came here trying to find a solution for the challenge section... THANK YOU SO MUCH FOR POSTING THIS!!!
One other thing I'm trying to figure out (and I notice you already implemented) is how to get my playercharacter to auto rotate as the camera rotates. Keep up the great work!
Cheers!
Hey and thanks! Turn in place can be done in lots of ways. I will make a video showing how I accomplished it here and upload it soon! Cheers!
@@TelesphorosGAMEDEV Fantastic! Looking forward to it!
Thank you, I'm in that class now, really helped!
This was exactly what I needed, thank you!
Instead of the Negate, you can just rotate the ik_foot_r 180 degrees to match the left
Wow... i accidently found this video and it was Awesome!
Thank you so much! you saved me XD👍
Thank you. I am having an issue with the left foot AIMMath node giving a warning that both the primary and secondary targets are both invalid. I had created the original IK rig as per the Druid Mechanics course but I can't seem to find any reason for this. I created the Vector for the HitNormal from the FootTrace function and set up the FullBodyIK as shown in your video. I would appreciate your thoughts on this.
I apologize for the late response but just saw this, did you get your issue sorted out?
Unfortunately, No. I went back over everything several times to make sure that I had my setup similar to yours. Since I am taking the druid mechanics course that you referred to, it was pretty much the same setup.
It's odd that the right foot aimmath node works fine. The left foot aimmath is the same setup but gives me the warning.
If you are on to bigger and better things then I will look around for other options to do this.
Thank you
Michael
@@MichaelCole-o7m same thing happens to me, I wonder if it's an issue with Echo skeleton
@@robertsakurai I am really just starting my adventure in learning this. You do have a point. I was hoping to hear back from TelesporosGAMEDEV but nothing yet. I will start my search for more information soon. I will try to let you know if I find anything.
@@MichaelCole-o7m got it working after adding virtual bones, don't know why because they didn't work, but after just adding them ik bones started working. Super weird
Thank you!!This is awesome!!
thanks for sharing this method
Good decision. Thank you!
Nice one tele, I owe you one
ps: I'm osmonium, from the twitch channel
Thanks a bunch!!!
Thank you so much, I don't think I would've figured it out on my own. I'm really wondering how the hell was I supposed to guess that, since epic's documentation on this function seems rather lacking, at least from my research
great tutorial! Can you tell me how how have you seted up your blueprints editor in order to have this special type of organization?
I use a plug in called 'electronic nodes' which makes the node connection lines have straight lines and angles instead of curves. Beyond that I just use lots of different colored comment blocks . Cheers !
@@TelesphorosGAMEDEV ok thank you!
i was trying to get angle between foot bone and hit normal, i learned quite a bit about quaternions to do so, and, after 2 days i give up and learned that it was incorret way :(
Hey and thanks for a great tutorial!
I was wondering if you have a solution to keeping the feet from being angled during animations? I made a character and his feet look weird when running.
Hi friend! What you can do is make sure that you are only using your leg ik when your character's velocity is
Thank you soooo much !!~~
I followed the tutorial, but the foot became super wierd when moving (walk, run, ...etc), I tried to set boolean so when velocity > 0 it disable rotation, but now the foot snap between the two poses, Any solution?
Hi friend! Feel free to get in touch with me on discord @ TelesphorosGAMES#6638 - if you can, send me a screenshot of your blueprint setup. If possible, show me where you added a check to ensure IK was not being used when Velocity was
@@TelesphorosGAMEDEV I sent you a DM, thanks
Hey, what are your settings for those cool looking splines in editor preferences?
I think you're referring to the Electric Nodes plugin, found here : www.unrealengine.com/marketplace/en-US/product/electronic-nodes
it gives the vertical lines that can give a cleaner look to the blueprints. Is that what you're after?
Also, I got the plugin on sale for half off, so might want to wish list it
@@TelesphorosGAMEDEV yep, thanks man! although I though you can achieve trough tweaking default settings
how can we make smooth animation like you have in your game, I got mine from mixamo and they look like dog shit
Mixamo's animations can be good or bad - some of the animations loaded onto mixamo have far too many frames for the length of animation (hundreds of frames for a few seconds is far overkill ) - those ones I generally avoid as much as I can. Also, when downloading the animation, I only use ones that have an "in place" animation option. What exactly looks bad about your anims? Also, for many animations (that can be retargeted) you can look in the free Paragon character packs. Hope this helps, good luck and have fun!