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    Some new animations for sword gameplay, from Mixamo the most of them:

    Comment


      I don't believe I have ever seen better sword play in a video game!

      you have become a true UDK master.

      Comment


        Thanks, but have you seen the Witcher 3, For Honor or Assesins Creed saga, for example? They have much better sword gameplay.

        But hey, they have much more resources than me, too.

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          ive played the earlier assasins creed games and yours IS better.in my opinion.

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            Me voy a mover a tu casa Cobalt si sigues asi xD.Just curious,what are ec1 charging for voice acting?Im about to go and search for a voice actor narrator for my game soon and im not too sure about prices.Ive read somewhere that 5 min of foice acting coud go 250$ but depends from the people and situation i guess.
            Realy like how your game is turning dude.

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              Je, they are collaborating for royalties. They have good music too.

              Comment


                I hate to ask,but how have you tied your morphs to the sliders and got it to affect the mesh?

                I have been searching for a good while and there is very limited info around.

                I assume you are not using matinee,as most post ive found suggest.

                any links you have would be awesome.

                Comment


                  Je, they are collaborating for royalties. They have good music too.
                  Fantastic.







                  samsung galaxy s6 edge case

                  Comment


                    Originally posted by gaz661 View Post
                    I hate to ask,but how have you tied your morphs to the sliders and got it to affect the mesh?
                    Sorry for aswering late, I was on a trip.

                    I'm using a "morphnodemultipose" in the animtree, and here is where the morphs and their weights are added, using this code:

                    Code:
                    function setupmorphs()
                    {
                    local morphnodebase N;
                    local morphnodemultiPose P;
                    
                    N = Mesh.FindMorphNode('multimorph'); // the node name
                    P = morphnodemultiPose(N);
                    
                    mmor(P,'morph_name1', weight_value1);
                    mmor(P,'morph_name2', weight_value2);
                    mmor(etc...);
                    }
                    
                    
                    
                    
                    function mmor(morphnodemultiPose P, name N, float F)
                    {
                    	P.AddMorphTarget(N,F); 
                            P.AddMorphTarget(N,F);
                    }
                    I need to do the "addmorphtarget" twice, with only once don't works. I think it's a UDK bug, i'm not sure. But works doing it twice.

                    In my game I have an array with all the morphs targets for the character, and then a function is called after the postbeginplay, where I set all the morphs with weight > 0.

                    In the character setup menu, when some morph value are changed, I remove all the targets in the node, update the new values in the character array and then I call the setupmorphs() function again to add the new values to the node.

                    That's all.

                    Comment


                      massive thanks dude.

                      ive made real progress with my character modelling(even better than my cars)and morphs are the last piece of the puzzle.

                      you continue to inspire me.

                      Comment


                        Thanks


                        Here are another thing where I'm working:



                        There are a problem when the pawn pass from phys_none (required for the root motion) to phys_falling that breaks the smooth transition, there are a little but noticeable jump.
                        Only if the step has the exact height works perfect.

                        I have trying to add velocity to impulse the pawn down during the last part of the animation, but when in root motion seems not be affected, until the animation finishes. Perhaps using mesh translation, I haven't tried yet.

                        I have a different animations for diferent step heighs, each 10 units. I have plan to duplicate the animations, each 5 units, to achieve better transitions.

                        Comment


                          The girl in the picture has an amazing ***.

                          Comment


                            Originally posted by CobaltUDK View Post
                            Thanks

                            I have a different animations for diferent step heighs, each 10 units. I have plan to duplicate the animations, each 5 units, to achieve better transitions.
                            May I ask how you are doing this?

                            I'm doing something similar for my AI however I use trigger volumes to change the physics of the AI. The anim tree then applies the anim based on physics however I'm not really happy with the results as it impacts the movement whilst the anim is played

                            Comment


                              The MaxStepHeight is set to 10. Then when collide with some staticmesh, if their height is 10 or less, the Pawn translates to the top, that are the habitual way.

                              But if the height is more than 10, then there are a Hitwall event. In the event I do a vertical trace in front of the pawn, to determine the stair height.

                              Then using this value I choose the correct animation, set physics to none, play the animation (with root motion). When the animation ends, physics set to phys_falling (and here is where a small jumps breaks the smooth transition if the stair height are not exact ...).

                              Comment


                                Thanks makes sense, never thought about the low step height and triggering the event via hit wall. Figured you'd use a trace to get height but wasn't sure how you triggered it. Good idea.

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