Making ALSV5 - Project Ready - Game Animation Sample Layering
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- čas přidán 9. 09. 2024
- GitHub Project : github.com/Pol...
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I've finally managed to merge the Game Animation Sample and ALS Layering System. I ported all of ALS Layering Overlays and everything looks great. Now let's make some cool games!
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Twitter: / anas_tronaut
LinkedIn: / anas-el-ferachi
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The project is finally ready! I hope it'll help you make some cool projects 😉
Don't forget to subscribe. There will be more cool updates coming!
Hello, do you have a discord?
DABFarrow
Hey no Discord yet but will be working on one soon 🫡
The weapon_r bone doesn't actually exist on the ALS_Manny. It's the IK_Hand_Gun bone actually. I've heard they added some new tools to the IK Retargeter though? I haven't really checked. I seen in some video but I thought I saw something that allows you to constrain bones to other bones. Even if that's the case though the IK_Hand_Gun bone or Weapon_R whichever you choose to use would need to be manually adjusted on all of the animations. While the IK_Hand_Gun may not seem necessary I do believe on some of the poses they are actually rotating it to prevent the need to bend the wrist at extreme angles. You could transfer that to the Weapon_R bone though. Personally I prefer it over the old IK Bones.
Thanks for the explanation buddy. Love your videos by the way.
I updated it using just an additive layer in the poses for weapon_r bone. It works well and avoid the need for a bunch of sockets 👍
Wow,you weren't lying. You relased it in exactly 1 week like you said. Great work!
Thanks buddy! Someone had to do it ^^
@@PolygonHive hey man ,,,mabe a noob question :)) ...but how i play the upper body animation in the game anim sample ? ...(yes i added upper body on the anim, and yes i added the upper body slot in the animBP) but seomething seems to not work is not playing the upper body and still sliding :))
This makes me so happy!!! Well done!
If you're happy, we're happy 😃
The legend himself!
Imagine having a community version of the project where devs can continuously contribute to the end product... That would be wild! I really hope we see an emphasis at the very least on community versions of the project - uncharted, Hitman, hack n slash etc - just plug and play versions for users to bespoke into their own games seems to be the path forward atm
Do you have any plans on doing a whole tutorial series of how to add more animations and layering systems? Creating working weapon blueprints, picking up items, opening doors, custom character imports and relinking, etc...?
Wow dude. Not only is your work impressive. But your explanation of how the system works, how the mechanics works and why is probably the best I've seen on CZcams regarding Unreal.
Thanks mate !
So nice of you to do this, I hope you update it when they release the new version. You are the other half of the package for what we need! Amazing! The most exciting feature that I hope they prioritize is implementing the new character mover 2 component so you don't have heavy de-sync when testing in multiplayer and the network emulation tool. (Currently with the stock cmc its not useable in multiplayer)
Thanks buddy!
Yeah I will be keeping it up-to-date and adding some things to it.
And yeah I would love a Mover 2.0 implementation but currently Motion Matching Trajectory is hardcoded to Character and CMC classes :(
This is truly amazing. Thank you for your dedication in integrating these two systems. You really saved me a ton of time. I can't thank you enough!
Thanks for the support! Glad to help 🙏
you sir have made lots of peoples lives easier. Thanks
Just doing my part for the community 🫡
amazing! love this motion, you're a genius!
awesome job, only thing id say to add is Prone crawling and prone rolling anims blended and it should be perfect for nearly any third person starter game content. Though only works for guns as a bow clips to much for prone so id say block prone or force hide bow when going prone.
Thanks! I will keep updating the project with more locomotion mode and stances over time 😉
Amazing work bro, I would love to see a Tutorial on how to add more overlay or modify them, like I love the stance while walking of the 2H gun, but while running the animation of the 1H looks way better, I would love to understand how to properly modify 2H to make it have the running animation of the 1H. Or add limping to the injured overlay, or something like a baseball bat stance with a hit animation, I have amazing ideas but as a beginner I don't know how to properly apply those and integrate them in a way I understand and can easily work with and the way you present it, you seem to have make it "very easy" to work with but my knowledge is limitated ahah
Again, amazing work bro Epic should contact you if they didn't have yet
I will be making some tutorials on adding and configuring overlays, indeed it's pretty easy 👍
For now if you want the 1H run pose in 2H. You can just go to ABP_Overlay_Pistol2H and replace that pose in the details with the 1H one 😉
@@PolygonHive Doing configuring tutorials would be so helpful! Especially for custom characters. All the weapons/objects are off for my CC4 character.
the real treasure here is learning how to doit... cause then you can implement whatever you want (magic, melee, DOG PETTING) into your game.
Thank you so much for the explanation. I hope yu continue directing the Motions Matching system, cause I've tried, and now I own a burn potato for a pc
I'll try to make a tutorial on how to add an overlay state to the system ;)
@@PolygonHiveIf you do I'll have to subscribe! Very much need this!
I really want to learn what and how you done............... What an awesome work it was mind blowingly inspiring to me ....
Thanks, there will be some video with more explanations :)
Thanks a lot for your work mate. Read it all through and managed to get it all working in my project as well now
You've explained things way better than any other person i've seen doing unreal tutorials. you have a gift to teach, sir. :) thank you for your help!
You're welcome and thank you for the kind words buddy!
thanks, appreciate your efforts
Dude... You saved my project A LOT with this. Thank you very much 🥹🙏
I've been trying to do this myself to no avail. Thank you so much!
Glad I could help!
It's amazing!
I basically love this video. This video is basically great. Basically, basicallyyy, bassaaaacccclllyyy...
Thanks for this cool stuff! I get a problem with the gun attached, if I use the TwinBlast_ShadowOps model from the original sample pack. The gun, or the other stuff, attached to the r_weapon or l_weapon socket have a wrong transform. Also the gun seems to be at different transforms, depending animations. How can i fix this, so the gun is always attached to right transform so it fit the animations and hand on gun. Also I would like to have a death animation or ragtoll death and a hit animation, or even get the knowlege how i can add this the right way to the project. Thanks again for all your work and sharing it! You are the best :)
Really amazing stuff! I can't thank you enough.
You're welcome 🫡
this is very generous! Thank you. Subbing now and hoping for more tutorial video!
Damn, this is cool to see working. I am probably too deep to change now, but will consider it.
Thanks buddy! Yeah switching is not always the right decision depending on how advanced you are in a project.
This is Amazing. Iv'e been waiting for someone to do a tutorial for this.
One thing i think is missing for the ALS4 is the "roll" function when hitting the "alt" twice.
Thank you! That shouldn't be too complicated to add, it's just an animation montage to play ;)
Thank you so much ! This is truly incredible :)
You're welcome 🙏
Love ur videos great for getting a little deeper dive especially as a noob
Thank you! Glad to help :)
Wonderful work. Congrats! Here's a small tip. I noticed your crouch anims JIT load and stutter when you crouched for the first time. Open the DefaultLevel level BP and add your crouch DBs to the AllDatabases variable object array. Stuttering fixed!
Thanks! And thanks a lot for the tip ;)
This.. INSANELY COOL!
Thank you very much for this fantastic Tool!!!!!
You're welcome !
Wow!
Absolutely amazing!
Thanks 🙏
I had a question that im sure you might know the answer to. When you are crouched near the wall, and hit spacebar while walking forward. The character phases thru the wall. How would I fix this? Is this simply fixed using a boolean like "canmantle"?
Crouch animations are still all work in progress and will be fixed with the future update to the Game Animation Sample with UE 5.5 👍
That's awesome man, thanks you
You're welcome!
This is really friggin sick! Do you have, or do you plan on making any documentation to give an quick overview on what everything's doing, and what resources you have available and what they do? (For the curves especially.)
This project was a big step, thank you for publishing this project. I have a problem, after replacing the gun, the position of the socket is not applied and the gun is replaced with the wrong position. Thank you for your help. If you could post a video on this subject, thank you again
Thank you for sharing this project. I'll check this out. I'm quite sure that ALSv4 rig has no weapon bones. If so, you want to include weapon_r and weapon_l in the IK rig as retarget chains, and both skeletons, source and target, must have weapon bones. Alternatively, you can add a node transform bone inside the anim BP and apply the rotation offset. Or, worse, edit the anim sequence with an FK control rig, and add an additive layer with the desired rotation offsets, it can be a tedious process if you have many files to edit.
You're welcome!
Yeah ALS doesn't have weapon_r/l it has hand_ik_gun bones but event those didn't retarget properly to the new mannequin. The node transform could be a nice solution 👍 I really really don't wanna go through FK control rig for all those poses ^^
@@PolygonHive No problem, I'll see if I can find other options. Keep up the good work.
Amazing work! It would be cool to add melee weapons support.
I'll be adding some overlays soon 😉
This is very good stuff!
thank you so much. I tried to add a zoom in (+) and zoom out (-) mouse wheel event to the SpringArm. But for some odd reason the camera zoom doesn't work. Any idea how to do that with the project sample? thx a bunch
Great Work, i loved the results ❤
Thanks! Glad you like it!
Thanks for sharing! any plans on adding the first person camera like the one in ALS4? Will try to figure out how to do it on my own of course but any help to put me in the right direction will be appreciated :)
The camera system in ALS is pretty complex. It's using an AnimBP to control the camera. But I think that could be achieved in a more simple way. There are some devs on X and YT that already tried I think 😉
Hey man! I'm struggling to figure out how to use this system for actual projects. As the entire system and the animation blueprints are built upon the UEFN_Mannequin, using the Fortnite Humanoid skeleton, importing any new character models and swapping out the meshes are simple, yet if you don't use a character using the exact same skeleton, the weapon will not be held in the models hands. For example, I tried swapping it out with the TwinBlast model, but since this model is larger/taller, the weapon is floating around and not in his hands. Is there an easier way to make this system work for other models at this point in time?
How do I change the animations? I'm a beginner, if we could talk, it would be great.
I will try to make a tutorial soon 😉
This video was recommended for me, and help me much, +1 sub. Keep helping the community you´re doing a amazing work!
Thanks buddy! Glad to be of service!
@PolygonHive Thank man, this is game changer! One quick question - i've added my own Melee idle pose, and melee block pose. First one the usual one, and is working. Block pose i've posted in the Aim logic. But somehow, whenether i use aim, the pose aren't changed, but the arm and the weapon is deforms and increases in size. What can be wrong?
May I ask you what's the difference between your gasp-asl and the other guy gasp-dao, you took 1week while he is still programming since 4 months. I'm too noob to understand it
I already tested the system, it goes great, errors I found, when you crouch and walk and hit a wall or wall is transferred, there are times that does not feel fluid transitions, but it's looking great
Thanks! Crouch is still work in progress from Epic and will be updated in 5.5. I just plugged the in-progress animations to setup the overlay system for it in advance.
Are you going to maintain this fork and keep it in sync with the ALS-Refactored project?
YOU ARE A CHAMPION!!!!!!!!!!!!!!
Thanks haha 🙏
Omg..😮 this is super complex and very impressive 😅 i though id try add a new mesh like i managed to do in the original anim sample project but this is a completely different setup, over my head.😂 if you would consider a small tutorial at some point that would be amazing!
Normally it's not that different from the original project to add your own characters but I will be making some tutorials soon 👍
@@PolygonHive it was the same until i got to adding the retargeter name to the anim bp i couldnt find it anywhere lol
While crouching, I noticed a small bug when walking against a wall., great work! sub
That's a knows bug because the Crouch animations are still work in progress. It should be fixed with the 5.5 release of GASP when they finish Crouch and Sprint.
@@PolygonHive How's it going, awesome work!!!! I noticed that when you crouch in multiplayer it doesn't replicate until you move around, is it me or is there a fix to this?
gives error when packaging. Any help would be appreciated.
GOATED!
@PolygonHive Hi, When I play video montage nothing happens, I set the group slots to the spine and also L & R arms slots but it does not play any montage, any idea how to fix?
Thank you for your video.
I didn't experiment with montages yet but will do and if I find anything I will make sure to explain in a video ;)
@@PolygonHive That would be great if you could check that, I'm heavily under pressure in my project, and the same setup works fine in ALS.
Can this be replicated or will be?
downloaded today. Am I the only one who has all of the props in a strange orientation. like none of them are held properly. maybe i did something before checking them out. gonna re-download and test.
do we have to retarget or adding ik bones for our own metahumans(tall)? i've been trying to copy paste body parts from my own metahuman to Kellan but it crashes after switching to him in PIE.
could you do a more in depth video on how to add your own states
Awesome!
You are very cool. I would like to know now how to add an animation, for example, a pickaxe strike. And I would like to know how you made all these pose variations for a specific stance, like how you created so many animation files with the pistol, and so on. Thank you for your great work. And thank you for leaving so many comments on the blueprints, as I am just learning, and this is very helpful to me.
Thanks a lot for the support. I will be making some video on how to add overlays soon.
For the poses I just make them in unreal directly. You can find some tutorials on how to make poses from animations or using sequencer.
How do I Adjust the items positions per character? Change the rifle to a shotgun
This is awesome :D , thanks
Welcome!
Are theese animation network replicated like als refactored in github?
Not yet. It's hard to replicate Motion Matching without C++ and I want to keep this BP Only. But I will probably take a look at replication soon ;)
Hello there! thanks for sharing this project. I have a problema adding a ragdoll, hitting them makes fly around infinite, I think its something glitching with the game mode, did u try that? any advice? thanks in advance!
amazing. please add this animation blueprints to lyra smaple project and make a tutorial
@Polygon Hive I would be very happy if I could get in touch with you because I have questions about your dungon poly game
It says me every time it cant be compiled on the 5.4 and 5.2. maybe someone has a solution for this problem?
Thanks for share this. It's verry cool.
Glad you like it!
@@PolygonHive I just learn Unreal for game. I want to merge als, gasl, sgk. Still don't know where to start. If you don't mind, I want to share my project, please take a look at my project.
Great job. Maybe I missed it but is there a shooting animation? Recoil, etc.
Any chance of you providing a "tutorial" video detailing the steps you took a bit more in depth? I've been wanting to do something like this for some time now...
will you going to make a punching / fighting system? thks
I have a question and can really only be asked/answered by me sharing my screen, its about your SM_overlayPose and how to add a state if need be.
Still kind of new to unreal, how exactly do you implement or add this project after downloading?
have him enter and interact with a car too
Well... we never know what's coming in the future ;)
Working on this now.
I have been working on this myself with the City Sample vehicles. The only issue I'm having is getting the character position to be aligned with the steering wheel in any vehicle they enter. If anyone has any suggestions on how to correct this, it would be greatly appreciated.
czcams.com/video/ZiGHAuBOyII/video.html
This looks really cool! I think hand IK should help you there 👍
How do I use this package? I need it very urgently (thanks for your help)
Awesome work…
1 question: Swimming? 😁
i sign under it
Cool!
can you please do a tutorial on how to add sprinting with this
Sprint in coming in 5.5 update. Once they release it I will update the project 😉
Master, will you add first person and walking mode?
Thanks alot!
You're welcome!
Amazing job! Maybe a stupid question, but still. Is this for UE 5.4 exclusively?
Yes motion matching is only fully available since 5.4
after looking around a bit, i noticed there is no turning anims for crouch inside the GASP side. maybe that is the issue with the crouched overlay tip. also, as a personal preference, i disconnected the movement stick mode select node inside get char gait and plugged straight to the full stick bool in the character bp to get more of an older blendspace type feel of motion, instead of having to press a button for walking, which, to me, also stiffened up the feel of the locomotion as well. but i'm going to look into the crouched 180's and see. just made the move to 5.4 today so can't make any promises, though not green to als at all so we'll see. :)
Yeah crouch is still work in progress and has no turn in place for now 👍 interesting gait idea, I'll try that as well 😉
@@PolygonHive so i have added crouching tip and i feel i am | | this close to figuring it out. it wants to turn but something is stopping it from updating. it will update in the chooser to crouched tip but will get stuck and won't play unless you force update by pressing sprint or something. it will then turn and return to idle as expected each time you do this. not sure what's going on there. being new to this style of abp it's taking some figuring out to find the issue
--- strike that, just figured it out, was missing a "should turn in place" node in mminterupt mode , i now have crouch turn in place working perfectly!!
czcams.com/video/lB_MV_aXpyY/video.html excuse the animations, they don't line up to the uefn idle animation so they look a little funky
thank you share a plugins,it'look is so cool ! i should how add a new skeletonmesh to the system? i try use my skeleton to reatarget "ABP_SandboxCharacter" and modify bone names of node. but it's not work .
hope can give some help of me ?
I don't know how to download it from github can anyone help with that?
Gran trabajo!!
Could you please make a tutorial on how one can add a new overlay state to the character without messing anything up. Or is it just like adding an overlay state to ALS?
Thanks man great Work
Happy to help
Cool !!!
Nice job !
i will check it now
Thanks! Have fun ^^
@@PolygonHive oh shit :)) and i started my project with some lyra databases and adding some als stuff but this is LOL :))) ....now how can i move my character stuff from there to this one without alot of work? :)))))
This is awesome thank you! also the UE GASP is 6 GB how did you make yours 400mb while adding more content?
I removed the heavy characters, Echo and Twinblast. Those take up a lot of space 😅
Absolutely great work!
Thank you so much for sharing your project.
I would like to inquire if you know how to avoid the shaking during the turn in place. There seems to be a little bug somewhere that makes the character turn smoothly. And....Sub! 🙂
That's one of the things I am still looking at 👍
You are amazing bro! Are you able to do a tutorial on how to be able to make the guns shoot?
I don't plan to have a full weapon system there, it's supposed to be focused on locomotion and animation but this should work with any existing gun system
Awesome work!
Thanks a lot!
ALS v5? is there anoother version out there?
while i want all the overlays i need to figure out how and where i can use an inventory or weapon system to change them ...
Add a linked layer to your item in the inventory and when you equip that item, link the corresponding layer as it's done in the sandbox character right now 😉
You are a saint. Im wondering what the process to get these animations applied to other armatures. There are a few good tutorials on that but wouldnt the process be different for this system? Im not sure, a tutorialmwould be amaaaazing
Thanks mate! I think you can use the runtime retargeting features (copy/retarget pose from mesh) the project already has different characters that you can switch between ;)
@PolygonHive Oh look at that, thanks for the new knowledge!
I've been playing with your project and i love it man, thank you so much! I was trying to make an AI blueprint use the animation blueprint of the sandbox character but it doesnt move with the animations. Any hint on that?
Haven't tried AI at all yet but I may give it a go in the future 👍
Nice!! Looks awesome!
Thanks!
@@PolygonHive No problem!
👍👍
When packing the game in shipping mode. When the right mouse button is pressed, the character does not turn in the direction of the camera.
Never tried packaging before, I'll check it out.
@@PolygonHive Maybe this can help you. This problem goes even with a clean project from epic. There's a bug somewhere that I can't find. if you click on the mouse wheel to switch the camera, then turning left and right when aiming works