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Adventure Kit

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    #76
    yes TKBS just explained it well. and the link to download kit rig just is a few posts up on this thread.

    Comment


      #77
      Thank you and thats a good idea. Its not nice being stuck as a newbie, I'll try to make some sort of easy to understand, quick tutorial after I figure it out.

      Thanks guys!

      Comment


        #78
        Request:
        Does anybody have a fixed version of the Default "ADVPawn"?
        * Correct Rig, Position, Scale
        - Or new sockets?
        etc
        Issue:
        - Something is up with the Pawn [As previosuly stated & mentioned in the src code]
        * Projectiles fire from a strange position// Namely, the Shock Rifle Primary Fire

        - i was just hoping someone has already done this...
        [& i am not the best person to be doing this anyway]
        AdventureKit SaveGame with Weapons [See Spoiler]
         
        Spoiler

        AdventureKit+1
        * I have a "SaveGame & ShootAdventureKit" but i need 2 things fixed to release it:

        [1] The pawn firing projectiles from the wrong position
        [As aforementioned]
        a) Rig the unreal Pawn with extra bones from the ADVpawn Skeleton
        b) Rig the ADVPawn with the Unreal Pawn Skeleton
        c) start a new pawn with Unreal structure ADVPawn animations

        [2] The "ADVKit Level Trigger" Conflicts with the code and subsequently does not work.
        - Problem with E_Interaction State
        - i am unable to fix these, im not experienced enough in skeleton mesh

        - Any help is appreciated, Many Thanks

        Comment


          #79
          - So Bump... anyone here know the best action to take?

          * Is it possible/ a good idea to try to Use UModel to export the skeleton mesh
          - Re-scale it, skin it
          - then also skin it with the default Unreal Character?

          Comment


            #80
            wow you got weapons going with it impressive. I would love to help out! I not too experienced with skeletal meshes yet, I have done a few tornadoes and simple characters like mice, birds, bats and fish. I do have a couple woman meshes rigged with a custom skeleton and ready to go, using the mixamo autorigger website thing, just no animations .... yet

            If you just need a new bone and socket put in the AdvKit rig I could do that.
            but re-rigging the advkit skeleton to a utmesh, I couldn't do that

            Comment


              #81
              now that I think about it. could we or you use an exsisting bone for socket, palm maybe?

              Comment


                #82
                Im going to recode what i have tonight and upload it to you once its done.- maybe start a new threa.
                [i need to remove some stuff and add the relevant references]
                * i have done a few weapons, bones animation etc. I assume they are the same process for characters, i just forget the process
                - i will have to check my weapons and try to remember what i did years ago lol- its shame the UT3 char is arms down and the ADVKit char is arms out side...

                - The ADVPawn:
                - needs scale and position corrected
                - then try to add extra bones with the same name as teh Unreal ones, then i think we need to do animsets...

                Kismet For Firing works easy

                Comment


                  #83
                  AdventureKit - Weapon Fire:
                  Kismet: [CopyPaste Into Kismet]
                   
                  Spoiler

                  //BREAK
                  Weapon/Pickup Item: [Copy/Paste Into Map]
                   
                  Spoiler

                  Press E to fire; it works.

                  Comment


                    #84
                    wow awesome dude
                    you know I so rarely use kismet myself. I prefur to code stuff, so because I inexperienced I not sure what to do with one of these variables.
                    check it two variables didn't transfer over one is player variable. no biggie rebuilt that but the other is a mystery variable to the Attachment of the 'Attach to actor' node. it just has ??? on it, not sure what it needs there. also the second post weapon pickup I think. it broken no work I paste but nothing pastes

                    Comment


                      #85
                      @ TKBS
                      Here is that snippet I mentioned in our PM. this should tell the level to reload when player dies and will restart kismet with it.
                      you may need to be playing in console mode tho....

                      anyway

                      Code:
                      Begin Object Class=SeqEvent_Death Name=SeqEvent_Death_1
                         MaxTriggerCount=0
                         MaxWidth=96
                         OutputLinks(0)=(Links=((LinkedOp=SeqAct_ConsoleCommand'SeqAct_ConsoleCommand_0'),(LinkedOp=SeqAct_PlaySound'SeqAct_PlaySound_0')),DrawY=362,OverrideDelta=11)
                         VariableLinks(0)=(DrawX=392,OverrideDelta=16)
                         ObjInstanceVersion=1
                         ParentSequence=Sequence'Main_Sequence'
                         ObjPosX=344
                         ObjPosY=296
                         DrawWidth=68
                         DrawHeight=128
                         Name="SeqEvent_Death_1"
                         ObjectArchetype=SeqEvent_Death'Engine.Default__SeqEvent_Death'
                      End Object
                      Begin Object Class=SeqVar_Player Name=SeqVar_Player_1
                         bAllPlayers=False
                         ObjInstanceVersion=1
                         ParentSequence=Sequence'Main_Sequence'
                         ObjPosX=352
                         ObjPosY=512
                         DrawWidth=32
                         DrawHeight=32
                         Name="SeqVar_Player_1"
                         ObjectArchetype=SeqVar_Player'Engine.Default__SeqVar_Player'
                      End Object
                      Begin Object Class=SeqAct_AttachToEvent Name=SeqAct_AttachToEvent_0
                         InputLinks(0)=(DrawY=219,OverrideDelta=11)
                         OutputLinks(0)=(DrawY=219,OverrideDelta=11)
                         VariableLinks(0)=(LinkedVariables=(SeqVar_Player'SeqVar_Player_1'),DrawX=268,OverrideDelta=16)
                         EventLinks(0)=(LinkedEvents=(SeqEvent_Death'SeqEvent_Death_1'),DrawX=334,OverrideDelta=93)
                         ObjInstanceVersion=1
                         ParentSequence=Sequence'Main_Sequence'
                         ObjPosX=222
                         ObjPosY=185
                         DrawWidth=147
                         DrawHeight=61
                         Name="SeqAct_AttachToEvent_0"
                         ObjectArchetype=SeqAct_AttachToEvent'Engine.Default__SeqAct_AttachToEvent'
                      End Object
                      Begin Object Class=SeqAct_ConsoleCommand Name=SeqAct_ConsoleCommand_0
                         Commands(0)="RestartLevel"
                         InputLinks(0)=(DrawY=394,OverrideDelta=11)
                         OutputLinks(0)=(DrawY=394,OverrideDelta=11)
                         VariableLinks(0)=(LinkedVariables=(SeqVar_Player'SeqVar_Player_1'),DrawX=920,OverrideDelta=42)
                         ObjInstanceVersion=2
                         ParentSequence=Sequence'Main_Sequence'
                         ObjPosX=856
                         ObjPosY=360
                         DrawWidth=129
                         DrawHeight=61
                         Name="SeqAct_ConsoleCommand_0"
                         ObjectArchetype=SeqAct_ConsoleCommand'Engine.Default__SeqAct_ConsoleCommand'
                      End Object
                      Begin Object Class=SeqAct_PlaySound Name=SeqAct_PlaySound_0
                         PlaySound=SoundCue'A_Character_Footsteps.FootSteps.A_Character_Footstep_FleshCue'
                         InputLinks(0)=(DrawY=256,OverrideDelta=25)
                         InputLinks(1)=(DrawY=300,OverrideDelta=69)
                         OutputLinks(0)=(DrawY=245,OverrideDelta=14)
                         OutputLinks(1)=(DrawY=267,OverrideDelta=36)
                         OutputLinks(2)=(DrawY=289,OverrideDelta=58)
                         OutputLinks(3)=(DrawY=311,OverrideDelta=80)
                         VariableLinks(0)=(LinkedVariables=(SeqVar_Player'SeqVar_Player_1'),DrawX=639,OverrideDelta=33)
                         ObjInstanceVersion=2
                         ParentSequence=Sequence'Main_Sequence'
                         ObjPosX=584
                         ObjPosY=208
                         DrawWidth=111
                         DrawHeight=133
                         Name="SeqAct_PlaySound_0"
                         ObjectArchetype=SeqAct_PlaySound'Engine.Default__SeqAct_PlaySound'
                      End Object
                      Begin Object Class=SeqEvent_PlayerSpawned Name=SeqEvent_PlayerSpawned_0
                         MaxWidth=156
                         OutputLinks(0)=(Links=((LinkedOp=SeqAct_AttachToEvent'SeqAct_AttachToEvent_0')),DrawY=242,OverrideDelta=11)
                         VariableLinks(0)=(DrawX=24,OverrideDelta=16)
                         VariableLinks(1)=(DrawX=94,OverrideDelta=96)
                         ObjInstanceVersion=1
                         ParentSequence=Sequence'Main_Sequence'
                         ObjPosX=-24
                         ObjPosY=176
                         DrawWidth=98
                         DrawHeight=144
                         Name="SeqEvent_PlayerSpawned_0"
                         ObjectArchetype=SeqEvent_PlayerSpawned'Engine.Default__SeqEvent_PlayerSpawned'
                      End Object
                      copy paste into kismet

                      Comment


                        #86
                        it will be a very long process to do this all with kismet...
                        - There are 73 Bones on the "ADVKit_Pawn"
                        - If these bones can be added to the UT3_Male char maybe the animation will work.
                        - but i guess the animation was done on the small guy so the animations will need to be done aswel.

                        Comment


                          #87
                          Hi,

                          @ TKBS
                          Sorry for the scale part, but this was the only feasable way for me to export the animations correctly from blender. I think it would be much easier to just redo the animations for the UT character rather than try some crazy retargeting. The original animations are not really anything special anyway, just keep in mind that some animations use root motion.

                          @ All
                          For those that haven't seen it yet, I have begun converting and rewriting the kit for UE4:
                          https://forums.unrealengine.com/show...-Adventure-Kit
                          This time I will put more focus on weapons and attacks, so they should be supported out of the box. However, I will not release a patch for UDK. The new kit will have a very different architecture and UDK cannot support it (e.g. it is going to be more customizable thanks to Blueprints).

                          greetings
                          FTC

                          Comment


                            #88
                            I'm getting this problem with my skeletal mesh when I import it:


                            I set my 3Ds Max up with unreal units and made her near enough the same size as the default pawn. Anyone ever had this?

                            The problem isn't that shes in a T - Pose, I still have to apply animations to her, its just that her head is stretched away up. xD

                            Comment


                              #89
                              Bumppz. xD

                              Comment


                                #90
                                Hello.
                                I have a small problem with that kit. I would like to apply physics to some bones. Previously, using UTPawn, I just paste my own Physics asset, where i checked Always Full Anim Weight, and it's work. Done the same in AdvKitPawn and it did'nt work! Please help to solve it!

                                Comment

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