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McTune repliedyes TKBS just explained it well. and the link to download kit rig just is a few posts up on this thread.
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TKBS repliedMcTune is implying that you should open the "xxx.upk" select the skeletal mesh and check "show bones", as well as viewing the animsets/ & anim tress in those upk's
^ then recreate these ^
- if you create your own animations using your new Key Frames - you just need to name these the same way as ADVKit OR rename the ADVkit anims to suit your own work.
- make notes as you work, post these as mini tutorials for others,
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Chip98 repliedThank you so much! Wasn't expecting a reply today.
Also, how do I get a hold on of the AdvKit rig? I can't find it. Sorry for being an annoying n00b.
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McTune repliedWell if you wish to use the advKit animation then you need to rig your model with the kits rig. If you want to create your own animations then create your own animations. Use the same naming as in the kit's anim templates and animtree. Be sure to take a good look into the Adventure kits Animtree, get a good idea how it is set up, and what all animations you will need to create.
Here is a great set of tutorials to help you out what to do inside UDK once you get your animations done.
https://forums.epicgames.com/threads...torial-9-added!
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Chip98 repliedArgh, I am so confused. :/
Okay, I've got my new player model in 3DS Max. I've rigged it so it can be animated using a biped. I don't know where to go from there. I can't find any tutorials that explain what I'm looking to do.
Do I need to recreate my own animations or is there a away I can use the ones from the Adventure Kit?
Basically, I just need someone to tell me where I go after I've got my character made and rigged. Thanks.
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TKBS repliedIf you replace your pawn it will either
a) spawn very small
- or b)
spawn really big
- its hilarious i did it teh other day
- And i got the Adventure to shoot aswel[but i dont code so its rubbish]
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explodi repliedI'm stumped trying to substitute the default pawn with my own custom one. My pawn is just frozen in place when the level starts.
In AdvKitPawn I've replaced this part:
Code:AnimSets(0)=AnimSet'AdvKit_Pawn.AS_AdvKit_Pawn' AnimTreeTemplate=AnimTree'AdvKit_Pawn.AT_AdvKit_Pawn' SkeletalMesh=SkeletalMesh'AdvKit_Pawn.SK_AdvKit_Pawn' PhysicsAsset=PhysicsAsset'AdvKit_Pawn.PA_AdvKit_Pawn'
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FTC repliedOriginally posted by clayblaze View PostYes.
I have the anim sequence plugged into "Jump Down" input of both "Wall" and "No Wall" sections of "bLedgeClimbOnWall" node.
And it works in "No Wall" conditions (root animation drives the pawn and then it turns to walking state), but under "Wall" condition it bugs out.
I still don't have all of the other animations for climbing states, is the "Wall>Jump Down" dependant on other sequences somehow maybe?
Oh and:
Originally posted by FTC View Post@DjWilly
As JBJHJM said, the code is not portable like that. I don't have any plans (nor time) to port the Kit to UE4 at this moment, sorry.
@JBJHJM
Go for it
greetings
FTC
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clayblaze repliedOriginally posted by FTC View PostHi,
@clayblaze
Have you set the Root Bone Options in your Animation Sequence in the AnimTree?
They need to be RBA_Translate and RRO_Extract.
Yes.
I have the anim sequence plugged into "Jump Down" input of both "Wall" and "No Wall" sections of "bLedgeClimbOnWall" node.
And it works in "No Wall" conditions (root animation drives the pawn and then it turns to walking state), but under "Wall" condition it bugs out.
I still don't have all of the other animations for climbing states, is the "Wall>Jump Down" dependant on other sequences somehow maybe?
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FTC repliedHi,
sorry for my long abscence, but I had a lot of stuff to do an no time for much else.
@clayblaze
Have you set the Root Bone Options in your Animation Sequence in the AnimTree?
They need to be RBA_Translate and RRO_Extract.
@led2012
Replacing lines 111 and 112 of the AdvKitCamera, however you need to use vNewLocation instead of Pos and rNewRotation instead of Rot.
@Chip98
This is a really general question, basically every rig can work, but I have recorded a Quicktip for a potential pitfall:
http://www.youtube.com/watch?v=CicRlfE0IDs
@McTune
Nice Additions. And, by popular demand, I have uploaded the original rig:
http://www.freetimestudio.net/Downloads/AdvKitRig.zip
Also I did not think about the vaulting height being lower than the jump height, sorry
@Gaara
Sorry can't test it right now, but I don't think the api changed this much so it should still work. Can you describe what's wrong in more detail?
@DjWilly
As JBJHJM said, the code is not portable like that. I don't have any plans (nor time) to port the Kit to UE4 at this moment, sorry.
@JBJHJM
Go for it
greetings
FTC
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JBJHJM repliedOriginally posted by DjWilly View PostThis is so awesome.. love it.. well done and many thanks for sharing.
I have one problem now. I can't find a way to get this into UE4 (I'm not a programmer). I was able to use it in UDK and everything went great. Any plans to make a UE4 version of this?
Best wishes
For the game I'm working on I'll need alot of the features of FTC's Adventure Kit.
If he doesn't plan to port it to UE4, I might do that...
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DjWilly repliedThis is so awesome.. love it.. well done and many thanks for sharing.
I have one problem now. I can't find a way to get this into UE4 (I'm not a programmer). I was able to use it in UDK and everything went great. Any plans to make a UE4 version of this?
Best wishes
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Gaara repliedThank you so much for this Kit.
Its really awesome!
edit:
I just installed UDK 2014-02, my previous version was 2013-02
in 2014-02 the third person camera doesn`t seem to work.
does anyone else have that problem too ?
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McTune repliedHi, first off Free Time Coder if your reading this You are a rockstar !! This is effing great thank you.
now
I added a few simple things to it I suspect most people may like, and thought I would post up a couple of the changes here for the sake of coolness and in hopes of a second opinion and or maybe to find help with future changes, or one of you have done the same thing maybe more efficiently. Lets get this sweet kit bigger and better eh.
1; footstep sounds. Adding this snippit of code to the pawn will enable that.
Code:simulated event PlayFootStepSound(int FootDown) { local SoundCue FootSound; FootSound = SoundCue'A_Character_Footsteps.FootSteps.A_Character_Footstep_DirtCue'; PlaySound(FootSound, false, true,,, true); }
I plan to upgrade this later to add various sounds for various areas, shallow water wood bridges metal ect ect.
2; Ragdoll and sound upon death. add this to pawn
Code:///////////// Ragdoll event TakeDamage (int Damage, Controller InstigatedBy, Object.Vector HitLocation, Object.Vector Momentum, class<DamageType> DamageType, optional Actor.TraceHitInfo HitInfo, optional Actor DamageCauser) { super.TakeDamage(Damage,InstigatedBy,HitLocation,Momentum,DamageType,HitInfo,DamageCauser); PlaySound(SoundCue'A_Character_CorruptEnigma_Cue.Mean_Efforts.A_Effort_EnigmaMean_PainMedium_Cue',true,,, HitLocation); } //For when the player dies function bool Died(Controller Killer, class<DamageType> damageType, vector HitLocation) { if(Super.Died(Killer, DamageType, HitLocation)) { Super.PlayDying(damageType, HitLocation); LifeSpan=0; // Ensure we are always updating kinematic so that it won't go through the ground Mesh.MinDistFactorForKinematicUpdate = 0.0; Mesh.SetRBCollidesWithChannel(RBCC_Default,TRUE); Mesh.ForceSkelUpdate(); Mesh.SetTickGroup(TG_PostAsyncWork); CollisionComponent = Mesh; // Turn collision on for skelmeshcomp and off for cylinder CylinderComponent.SetActorCollision(false, false); Mesh.SetActorCollision(true, true); Mesh.SetTraceBlocking(true, true); SetPhysics(PHYS_RigidBody); Mesh.PhysicsWeight = 1.0; // If we had stopped updating kinematic bodies on this character due to distance from camera, force an update of bones now. if( Mesh.bNotUpdatingKinematicDueToDistance ) { Mesh.UpdateRBBonesFromSpaceBases(TRUE, TRUE); } Mesh.PhysicsAssetInstance.SetAllBodiesFixed(FALSE); Mesh.bUpdateKinematicBonesFromAnimation=FALSE; Mesh.SetRBLinearVelocity(Velocity, false); Mesh.SetTranslation(vect(0,0,1) * BaseTranslationOffset); Mesh.WakeRigidBody(); return true; } return false; } ////// for skeletal mesh component down in the default properties Begin Object Class=SkeletalMeshComponent Name=InitialSkeletalMesh CastShadow=true bCastDynamicShadow=true bOwnerNoSee=false LightEnvironment=MyLightEnvironment; BlockRigidBody=true; /////// i changed this from false to true for ragdoll bHasPhysicsAssetInstance=true; //////// added this for ragdoll CollideActors=false; BlockZeroExtent=false; AnimSets(0)=AnimSet'AdvKit_Pawn.AS_AdvKit_Pawn' AnimTreeTemplate=AnimTree'AdvKit_Pawn.AT_AdvKit_Pawn' SkeletalMesh=SkeletalMesh'AdvKit_Pawn.SK_AdvKit_Pawn' PhysicsAsset=PhysicsAsset'AdvKit_Pawn.PA_AdvKit_Pawn' Scale = 13 End Object
3; I wanted to adjusted the height at which boxman dies from a fall so adding this to pawn
Code:function TakeFallingDamage() { local float EffectiveSpeed; if (Velocity.Z < -0.5 * MaxFallSpeed) { if ( Role == ROLE_Authority ) { MakeNoise(1.0); if (Velocity.Z < -1 * MaxFallSpeed) { EffectiveSpeed = Velocity.Z; if (TouchingWaterVolume()) { EffectiveSpeed += 100; } if (EffectiveSpeed < -1 * MaxFallSpeed) { TakeDamage(-2000 * (EffectiveSpeed + MaxFallSpeed)/MaxFallSpeed, None, Location, vect(0,0,0), class'DmgType_Fell'); ////////// changing the -2000 there just after Take Damage will also have a effect } } } } else if (Velocity.Z < -1.4 * JumpZ) MakeNoise(0.5); else if ( Velocity.Z < -0.8 * JumpZ ) MakeNoise(0.2); } //////// In default properties MaxFallSpeed=+1000.0 /// lowering raising this number will effect the death from fall height
4; Next I noticed (at least on my end) that the water doesn't do sounds or particle effect when jumping in. So I butchered the U****erVolume and got this. an upgraded water volume
Code:/** * Works like a normal Water Volume, but has an extra variable to * configure water surface Z for the swimming state of the * AdvKitPlayerController and Camera * * 2013 by FreetimeCoder * www.freetimestudio.net */ Class AdvKi****erVolume extends WaterVolume placeable; /**the Z value of the water surface location*/ var() float fSurfaceHeight; /** effects to play based on what type of Actor you are **/ var ParticleSystem PS_EnterWaterEffect_Pawn; var ParticleSystem ProjectileEntryEffect; simulated event Touch( Actor Other, PrimitiveComponent OtherComp, vector HitLocation, vector HitNormal ) { local ParticleSystem PS_WaterEffect; local ParticleSystemComponent PSC_WaterEffect; local float MaxSpeed; local float Vel; local float ParamValue; local EMoveDir MoveDir; local vector ParticleVect; local AdvKitPawn AKP; Super.Touch( Other, OtherComp, HitLocation, HitNormal ); if (WorldInfo.NetMode != NM_DedicatedServer && (WorldInfo.TimeSeconds - Other.LastRenderTime < 0.2) && Pawn(Other) != None) { //DrawDebugCoordinateSystem( HitLocation, Rotator(HitNormal), 64.f ); AKP = AdvKitPawn(Other); if( AKP != none ) { if ( (AKP.Physics == PHYS_Walking) || (AKP.Physics == PHYS_Swimming) ) { // no splash when walking or swimming return; } PS_WaterEffect = PS_EnterWaterEffect_Pawn; ParamValue = 1.0; MaxSpeed = AKP.GroundSpeed; } PSC_WaterEffect = WorldInfo.MyEmitterPool.SpawnEmitter( PS_WaterEffect, HitLocation, Rotator(HitNormal), self ); if( PSC_WaterEffect != none ) { MoveDir = Other.MovingWhichWay( Vel ); if ( ParamValue == 0.0 ) { ParamValue = 5.0 * Vel/MaxSpeed; } // this is the value between 0 and 5 which the PS desires //`log( "MoveDir: " $ MoveDir $ " Vel: " $ Vel $ " ParamValue: " $ ParamValue ); switch( MoveDir ) { case MD_Forward: ParticleVect = vect(1,0,0) * ParamValue; break; case MD_Backward: ParticleVect = vect(-1,0,0) * ParamValue; break; case MD_Left: ParticleVect = vect(0,-1,0) * ParamValue; break; case MD_Right: ParticleVect = vect(0,1,0) * ParamValue; break; case MD_Down: ParticleVect = vect(1,0,0) * ParamValue; break; case MD_Up: ParticleVect = vect(1,0,0) * ParamValue; break; default: break; } PSC_WaterEffect.SetVectorParameter( 'Direction', ParticleVect ); } } } simulated function PlayEntrySplash(Actor Other) { if( EntrySound != None ) { Other.PlaySound(EntrySound); if ( Other.Instigator != None ) Other.MakeNoise(1.0); } if ( !WorldInfo.bDropDetail && WorldInfo.NetMode != NM_DedicatedServer && Other.IsA('Projectile') && (Other.Instigator != None) && Other.Instigator.IsPlayerPawn() && Other.Instigator.IsLocallyControlled() ) { WorldInfo.MyEmitterPool.SpawnEmitter(ProjectileEntryEffect, Other.Location, rotator(vect(0,0,1))); } } defaultproperties { TerminalVelocity=+01500.000000 EntrySound=SoundCue'A_Character_Footsteps.FootSteps.A_Character_Footstep_WaterDeepLandCue' ExitSound=SoundCue'A_Character_Footsteps.FootSteps.A_Character_Footstep_WaterDeepCue' ProjectileEntryEffect=ParticleSystem'Envy_Effects.Particles.P_WP_Water_Splash_Small' PS_EnterWaterEffect_Pawn=ParticleSystem'Envy_Level_Effects_2.Vehicle_Water_Effects.P_Player_Water_Impact' }
Finally my last point is a goal for the future, a weapon system!! Anyone else working on getting weapons I hopeing to get a sword in here.
Maybe we can compare notes or something....
also has anyone else noticed that the vaulting height is lower than the jump height its driving me nuts as its faster to just jump up there than to walk up and auto vault up.
anyway right on.
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