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Adventure Kit

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    #31
    Thanks, makes sense!
    For a test run I renamed my origin bone to root, and left the animtree/animset lines unchanged; obviously the anims don't match my skeleton, but the motion of the root itself gets picked up, so I am still able to move my dude around normally until I get some custom anims done.

    Comment


      #32
      Hi again. sorry for double posting-

      I've been trying to make my character look in the same direction as the camera, much like in Sneppy's tutorial. I have made an Aim offset node with some head poses, but I just don't know how to make the game use it. A little look at my character in progress http://youtu.be/lZIe4rLoKfQ .

      Any help would be appreciated.

      Comment


        #33
        Hey,

        you can get the camera's rotation in the AdvKitPlayerControler by using PlayerCamera.Rotation.

        greetings

        Comment


          #34
          FTC, one of the greatest kits to hit the UDK community. You are a inspiration. When time is available, I would like to extend and adapt the kit with First Person animations.

          Comment


            #35
            Absolutely phenomenal! Thanks for sharing. Quick question if I may? Any chance of getting the original character rig? I tried exporting from UDK to Maya like the Youtube video shows, but after re-rigging and importing into UDK the character goes through the anims but the mesh is all screwed. I thought it might be the Maya rig so I tried it in a student version of Max and got the exact same results. Thanks again!

            Comment


              #36
              Hey man! Great kit! Very intressting, I will have a look and see what I can learn about ledge/climb mechanics, best examples I've seen so far!
              Im very novice at scripting, so this will help out alot!

              Is there any simple way of reverting to the standard FPS camera? Or something like that. Thanks alot in advance!

              Comment


                #37
                Originally posted by FTC View Post
                Hey,

                you can get the camera's rotation in the AdvKitPlayerControler by using PlayerCamera.Rotation.

                greetings

                How would I go about that? Sorry, I'm more of a graphics/animation guy, I know next to nothing about programming I'm sorta deducing I'm supposed to reference the camera rotation value from another file somehow, and then plug it into the Aim node... I tried to repurpose codes for X and Y values from Sneppy's tutorial, and I was thinking if I could replace his Out_CamRot with AdvKit camera rotation values, that would possibly get me somewhere... but I don't know how to 'get' the camera values in the first place

                Aim offset bit from said tutorial:



                So far I only managed to make the AnimNodeAimOffset work (when I put some random fixed values for X and Y, after compiling the script my character appears with her head turned), but in spite of what Hitchhiker's Guide to Galaxy tell us, 42 is not the ultimate answer :]







                Thanks in advance.

                Comment


                  #38
                  Originally posted by raymondlee306 View Post
                  Any chance of getting the original character rig?
                  I can upload it but it is a Blender file, so you would basically be stuck with the same problem when exporting/importing the fbx into your program. Using the blender exporter also requires a few adjustments in the plugin code to export it to udk properly.


                  Originally posted by sweedifox View Post
                  Is there any simple way of reverting to the standard FPS camera?
                  No simple way I am afraid, since the character and camera move out of sync in the kit. However you can start by removing the line CameraClass = class 'AdvKit.AdvKitCamera' in the AdvKitPlayerController and see where it goes from there. My guess is that it will be some work though.


                  Originally posted by clayblaze View Post
                  I was thinking if I could replace his Out_CamRot with AdvKit camera rotation values, that would possibly get me somewhere... but I don't know how to 'get' the camera values in the first place
                  That is what I thought as well, so I would start at replacing
                  Code:
                  Out_CamRot = Controller.Rotation;
                  with
                  Code:
                  Out_CamRot = PlayerCamera.Rotation;
                  ...also, 42 is the ultimate answer, we just don't know the actual question, yet.

                  greetings

                  Comment


                    #39
                    Hello, thank you for this starter kit but you have any idea how to fix this :



                    *I have PlayerStart
                    *I builded all
                    *Everything is in proper folder

                    Comment


                      #40
                      Have you changed anything on the map? Do any other errors show up when you open the map with the editor?

                      greetings

                      Comment


                        #41
                        Hey FTC,

                        I followed the installation video made by Kevin Lee (he actually is one of my professors in College), but it seems the packages are empty. Every time I open the sample map UDK crashes, and when i try to access the .upk files in the content browser, nothing shows up. Even after I fully load the package. Not sure what I am doing wrong. I have the 07-2012 release of UDK. Any help you can offer would be greatly appreciated.

                        Thanks!
                        ~rush

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                          #42
                          Hi,

                          the packages of the kit were created with the February 2013 Release, so any older version is not able to open them. Upgrade your version and you should be fine.

                          greetings

                          Comment


                            #43
                            Originally posted by FTC View Post
                            ...also, 42 is the ultimate answer, we just don't know the actual question, yet.
                            I don't know what I don't know, kinda how I feel about programming in general :]

                            Thanks for replying, I've done some more messy testing with no luck, I'll go over the aim node again soon more methodically, maybe I'll have better questions then. The most success I had was when I unplugged the camera class from player controller, but then the controls got screwed up and I didn't know where to go from there. For now I just have standard aimnode extending from UDKPawn, which does half the job, because it makes my character only look up and down, and not left and right...


                            I have some other questions for now:

                            1. Can I make the camera follow the pawn's mesh or, for example, a specified bone in its skeleton, rather than the pawn proper?

                            Sometimes the camera goes too high or too low on certain animations; on vaulting, it tends to snap up or down if the vaultable block's height doesn't match vault values specified in pawn class. It would generally help adjust the view.


                            2. When you jump in a direction different than the charater is facing, it goes straight to jump animation with no betweening. Is there a way smooth it out somehow?

                            Like, for example, by just preventing the pawn from jumping in a direction unless it's facing that direction prior?
                            Or some kind of "Lerping" between jump directions, so upon jumping in a direction different than one being faced, the character would turn mid-air, using directional jump animations or offsets, just like when walking or running?

                            a little test of my vaulting animation in game: http://www.youtube.com/watch?v=tDkRDAwTDI8

                            Thanks.

                            Comment


                              #44
                              Thank you so much man, i have been looking to start a personal project that had these elements but it always seemed to hard to do. I was thinking of hiring a programmer to do it but it would be too much and i just wanted to make a demo game but this is just amazing. I have actually been following your videos for a while and can't belive you had finally released it. Amazing work, keep it up!

                              Comment


                                #45
                                Hi,

                                @clayblaze:
                                1) You can make the camera use a socket as its root instead, open the AdvKitCamera and change the line
                                Code:
                                	vViewTargetLocation = _OutVT.Target.Location;
                                to
                                Code:
                                	AdvKitPawn(_OutVT.Target).Mesh.GetSocketWorldLocationAndRotation('yourSocketName',vViewTargetLocation);
                                Note, however, that this is an unsafe cast, just for the sake of getting it to work. You'll want to put in some more ifs to check for null references to avoid errors. By default the camera follows the rootbone when the character is in RootMotion, so a skipping camera means your root bone does not smoothly translate to its destination, but instead jumps at the end, right?

                                2) A lerp should be possible, but for some reason my test sometimes bugs out, I will get back to you when I figured it out.


                                greetings

                                Comment

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