I have a question about turn in place. If I implement it all and turn the screen around so that the angle is not 90 degrees or -90 degrees while looking at the floor, the character is not fixed on the floor and feels like something is sliding and shaking, is there a solution?
I'm not quite following the issue you're experiencing. Could you please send a video that demonstrates the problem? I’ve checked and tried rotating while looking at the floor, and the character seems to turn in place as expected.
Excellent content. Just wanted to ask few things...don't you think straicase need different animation to look for professional. Foot placing is good for staircase however movement doesn's seem natural. Other thing is when character stops from walking/running it seems to be doing lot of foot sliding. Is it something you planning to cover in future videos..?
I appreciate that you found the video helpful. Regarding the stairs, AAA games handle stairs differently. For example, in some games, once the character interacts with the stairs, A new set of walking and running animations takes control, also the depth of the stairs is designed according to the player's feet, and animations, so the animations will always look good, here we don't have such animations. Also in this video, we are only covering Foot IK, and the stairs are just an example I added to show how the feet are placed correctly on different heights. Since the animations that come with the Paragon asset don't include animations for walking when you try running towards the stairs, the animations won't look good. If you have walking animations, you can create another blend space similar to the one we did for jogging (or running) animations and then simply control when to play which blend space based on a speed variable. If the Paragon character assets had walking animations, I would have covered this. The issue of the foot sliding still occurs when the character moves backward or in a diagonal direction. I mentioned this in the video, and we will be addressing it by working on the backward animations. In addition, we will also be implementing leaning in the upcoming videos, which should resolve all the sliding and leg-skipping issues. If your character slides when you move forward and then stops, this could be due to the run-to-stop animations. Make sure you have trimmed them correctly. Also, try playing with the braking deceleration and the ground friction, especially when sprinting. You will need to modify them according to the new maximum walking speed. Another thing, you probably noticed that any slight movement input triggers the start-to-run animations which look terrible because the character hasn't actually moved but the start-to-run animations play, we will talk more about this issue in future episodes.
The IK Rig asset is designed to set up the IK chain using "FullBodyIK," which means we don't have to reference the IK Rig inside the control rig blueprint asset. In the control rig blueprint asset, we import the rig hierarchy that contains the IK bones. Have you followed all the steps as explained in the video?
@@tareqgamedev Thanks for replying. I pretty much follow your video. The foot rotation work well, however, The pelvis turn too much sideway instead of blend more on legs. Your model works ok, but mine looks weird when blending too much on body. I tried modified on IKRig, but it didn't get improvement. If you don't mind, please make a video to fix this problem in feature. Thank you. Love your videos as always.
Apologies for the delay. If you're using one of the Paragon assets, you shouldn't encounter any issues because they all have similar skeletons. However, make sure to adjust the rotation and position stiffness of the pelvis in the IK Rig asset. Also, check the "ZOffsetPelvis" variable inside the control rig asset. This variable is set based on whether the left foot or the right foot is less, so ensure it is set correctly. Additionally, in the modify transform node, make sure to set the mode to "Additive Global". If you're using a Mixamo character, you might encounter some issues. I may create a video in the future explaining how to set up this locomotion system with a character from Mixamo.
I don't use unreal but I will comment to help yt share your channel
Thank you.
AMAZING thank you hope you get a lot of views.😄
I have a question about turn in place.
If I implement it all and turn the screen around so that the angle is not 90 degrees or -90 degrees while looking at the floor, the character is not fixed on the floor and feels like something is sliding and shaking, is there a solution?
I'm not quite following the issue you're experiencing. Could you please send a video that demonstrates the problem? I’ve checked and tried rotating while looking at the floor, and the character seems to turn in place as expected.
Excellent content. Just wanted to ask few things...don't you think straicase need different animation to look for professional. Foot placing is good for staircase however movement doesn's seem natural. Other thing is when character stops from walking/running it seems to be doing lot of foot sliding. Is it something you planning to cover in future videos..?
I appreciate that you found the video helpful.
Regarding the stairs, AAA games handle stairs differently. For example, in some games, once the character interacts with the stairs, A new set of walking and running animations takes control, also the depth of the stairs is designed according to the player's feet, and animations, so the animations will always look good, here we don't have such animations. Also in this video, we are only covering Foot IK, and the stairs are just an example I added to show how the feet are placed correctly on different heights.
Since the animations that come with the Paragon asset don't include animations for walking when you try running towards the stairs, the animations won't look good. If you have walking animations, you can create another blend space similar to the one we did for jogging (or running) animations and then simply control when to play which blend space based on a speed variable. If the Paragon character assets had walking animations, I would have covered this.
The issue of the foot sliding still occurs when the character moves backward or in a diagonal direction. I mentioned this in the video, and we will be addressing it by working on the backward animations. In addition, we will also be implementing leaning in the upcoming videos, which should resolve all the sliding and leg-skipping issues.
If your character slides when you move forward and then stops, this could be due to the run-to-stop animations. Make sure you have trimmed them correctly. Also, try playing with the braking deceleration and the ground friction, especially when sprinting. You will need to modify them according to the new maximum walking speed.
Another thing, you probably noticed that any slight movement input triggers the start-to-run animations which look terrible because the character hasn't actually moved but the start-to-run animations play, we will talk more about this issue in future episodes.
@@tareqgamedev Brilliant..!! Looking forward for next set of videos.
I tried follow, I didn't see how you setup the IKRig into the Control Rig BP. Did I miss anything? Thank you
The IK Rig asset is designed to set up the IK chain using "FullBodyIK," which means we don't have to reference the IK Rig inside the control rig blueprint asset. In the control rig blueprint asset, we import the rig hierarchy that contains the IK bones. Have you followed all the steps as explained in the video?
@@tareqgamedev Thanks for replying. I pretty much follow your video. The foot rotation work well, however, The pelvis turn too much sideway instead of blend more on legs. Your model works ok, but mine looks weird when blending too much on body. I tried modified on IKRig, but it didn't get improvement. If you don't mind, please make a video to fix this problem in feature. Thank you. Love your videos as always.
Apologies for the delay. If you're using one of the Paragon assets, you shouldn't encounter any issues because they all have similar skeletons. However, make sure to adjust the rotation and position stiffness of the pelvis in the IK Rig asset. Also, check the "ZOffsetPelvis" variable inside the control rig asset. This variable is set based on whether the left foot or the right foot is less, so ensure it is set correctly. Additionally, in the modify transform node, make sure to set the mode to "Additive Global".
If you're using a Mixamo character, you might encounter some issues. I may create a video in the future explaining how to set up this locomotion system with a character from Mixamo.
Please make a tutorial for unity c#
The next video will be in Unity and C#. In this video, We will explore various examples using inverse kinematics (IK). Stay tuned!
@@tareqgamedev thanks you 😊