Great work! It's almost perfect but I would rework the position of the arms when going up and down a hill. The arms look awkward/off. They hang low, pointed down whereas they should probably be pointing forward and a bit outward for balance. Try it yourself on a hill to get an idea.
@MiddleAgedGameDevКүн бұрын
Thanks, I'll take a look.
@KonvictionTV2 күн бұрын
It's nice but when the avatar gets pushed into a crouch, it looks very fast and unnatural.
@MiddleAgedGameDev2 күн бұрын
@KonvictionTV it's a fair point. The crouch speed is movement speed regulated and the objective is to prevent collisions (both physical and visual). In my own project, I have also been slowing character movement based on extent of crouch. I think an element of this is level design and more natural changes in height, such as in the cave, should be favoured. The dev can also disable the auto crouch (there is a function for that) activity in particularly difficult, low crouch areas, requiring a player to start with a planned manual crouch.
@FroTekGames-gt5hq3 күн бұрын
Sorry there’s no heart button. I had to settle for a like instead.
@MiddleAgedGameDev2 күн бұрын
Always appreciated, thank you.
@UnrealMadeEasy3 күн бұрын
This is the type of polish I would like to see in more games. Nice work!
@MiddleAgedGameDev2 күн бұрын
Thank you.
@etv_software3 күн бұрын
Harika. Bunu nasıl yapabiliriz? Blueprint nude'larını öğrenmek isterdim.
@azythegreat3 күн бұрын
Looks good! What happen if char is crouching? Auto-stand up if no overhead?
@MiddleAgedGameDev3 күн бұрын
If you are manually crouched (button press) it stays that way until pressed again. When pressed to stop crouching, it will transition to standing (but will stop if an overhead obstacle appears - now you are in auto crouch mode). If you were crouched by auto crouch and the overhead obstruction goes, then it auto stands.
@azythegreat3 күн бұрын
@@MiddleAgedGameDev naise! been waiting for it to appear on fab since I saw the first video. looks promising.
@StopDropDash8 күн бұрын
The stand up speed is a little jarring, but looks sick man!
@MiddleAgedGameDev8 күн бұрын
Thanks, I'll take a look at making that customisable, or making it clear how to do it.
@tylercathey5 күн бұрын
Maybe do something with the hands on top grabbing surface above@@MiddleAgedGameDev
@MiddleAgedGameDev5 күн бұрын
@@tylercathey Hey, thank you. I don't know if you are familiar with my other asset 'EnviroSense: Immersive Hand IK' (kzbin.info/www/bejne/eXLQfmdvmNmhrck), but there is no reason why they wouldn't work together and deliver this kind of functionality (in fact that was intended).
@SkorpionCoding8 күн бұрын
This is very good for an action/adventure game! Nice job!
@christopherfrancique991211 күн бұрын
looks better and better. Patiently wait for finished product. great work
@quinncarter4015Ай бұрын
Your work is excellent! I am attempting to integrate it and utilize it in the game I am prototyping.. Thank you for your efforts!
@MiddleAgedGameDevАй бұрын
You are very welcome. Drop into discord if you have any questions.
@hanax.001Ай бұрын
Does this work with preventing arms to collide into its own body?
@MiddleAgedGameDevАй бұрын
@HanaXbanana hey, thx for the question. If you mean during the sensing, then yes, it has checks built in so that if the character has ik engaged and the character turns 'through its own arm' as the ik ends then it will abort the ik more rapidly to prevent bad visuals. Of course appropriate level design and character setup also reduce tge risk of this.
@christopherfrancique99123 ай бұрын
the motion matching looks so good, movement is so smooth. patiently waiting for another update or asset
@hirojiokada38993 ай бұрын
where do i learn this
@MiddleAgedGameDev3 ай бұрын
@hirojiokada3899 At its heart, this is two bone IK, with associated calculations to determine where to place the hands. You can see my pinned comment for a link to the marketplace.
@UnrealAdventuresPlayground4 ай бұрын
PLEASE take my money! I NEED this
@nickname201514 ай бұрын
good job)
@christopherfrancique99124 ай бұрын
bro your updates are the best
@MiddleAgedGameDev4 ай бұрын
Then I'll keep doing them! thanks
@aidenallen11674 ай бұрын
nice
@dantheplanner4 ай бұрын
Procedural animation is the future!
@rudyjouannic7414 ай бұрын
Eeally nice !!! and i'm a big fan of the name of your channel x) ! wish you the best !
@MiddleAgedGameDev4 ай бұрын
Thank you!! you too.
@maskedrecruit45714 ай бұрын
This looks pretty good, but a note on the realism part: Typically when ducking below an object, people will usually start by bending their torso. Bending your knees too deeply slows your movement and makes moving harder, so bending at the torso instead is what's seen more often. Usually people will start to bend their knees as well around the 45 degree mark. Just some thoughts to help you figure out how to make it look more realistic and less uncanny
@MiddleAgedGameDev4 ай бұрын
@maskedrecruit4571 Yes, this is planned, I am likely to use curves so the pelvis is engaged for lower stooping only. This video is really just showing all components work and now I need to make it realistic! Thanks
@UnrealAdventuresPlayground4 ай бұрын
So glad to see you working on this again can't wait to get to try this out
@MiddleAgedGameDev4 ай бұрын
@UnrealAdventuresPlayground Thank you, sometimes a break helps you value something!
@christopherfrancique99124 ай бұрын
amazing, so many ideas
@MiddleAgedGameDev4 ай бұрын
Thanks.
@aidenallen11674 ай бұрын
great work, I like it
@MiddleAgedGameDev4 ай бұрын
Thank you.
@mustaphaben29214 ай бұрын
Source?
@MiddleAgedGameDev4 ай бұрын
The base code comes from this asset: www.unrealengine.com/marketplace/en-US/product/motion-scanner although I have adapted it to my inventory and model.
@lawebley5 ай бұрын
Very impressive indeed. Excellent work. Do you plan to produce any content detailing your decisions and how to modify the assets to work together?
@MiddleAgedGameDev5 ай бұрын
Thank you. Actually it has been a rolling process. Starting first with one controller, then adding the procedural first person arms and seeing some limitations (or rather need for substantial modification of) the first controller, so switching to a simpler movement controller now that the aiming was handled procedurally. Whilst I am integrating specific assets, including my own, I have never been a fan of all inclusive assets/frameworks as they often need more customisation, so I have been aiming at adding modular assets that meet the specific need and when happy moving on and if something isn't present making it myself. It's definitely something I can consider when I have hit all my primary character milestones.
@christopherfrancique99125 ай бұрын
any update on this saw you playing with motion matching, i was hoping you were. cool work hope to see more
@MiddleAgedGameDev5 ай бұрын
@christopherfrancique9912 thanks, I have put this on hold for now. Most of what I do is for my own background project and I am currently testing a first person setup. This motion matching test is more in anticipation of what I expect to be asked in EnviroSense support. I am happy to discuss how this works in discord if anyone wants to.
@Syncr0noss5 ай бұрын
Hey, love your work, wanna collab in a big project?
@MiddleAgedGameDev5 ай бұрын
Thanks, but I have a demanding day job so I am not a good collaborator and I work on my own project solo in the background so I don't let other's down.
@Syncr0noss5 ай бұрын
@@MiddleAgedGameDev Oh.. it's okey.. but.. can you help me achieve the result in this video with motion sample?
@MiddleAgedGameDev5 ай бұрын
@@Syncr0noss So this uses the EnviroSense asset which is available in the marketplace: www.unrealengine.com/marketplace/en-US/product/envirosense-immersive-hand-ik I provide support in discord.
@JohanYeanhagen5 ай бұрын
How you set it up?
@MiddleAgedGameDev5 ай бұрын
In this case I drop the linked anim graph in after the pose history node in the Motion Matching ABP. The rest of the setup is as per the EnviroSense Asset.
@MillsyProjects6 ай бұрын
Nice! Do you feel motion matching has improved it?
@MiddleAgedGameDev6 ай бұрын
I think it's a little early to commit thoughts. At the moment, the sensing is overlaid on the movements, but from what I understand work in progress parts of the motion matching, such as offsetting the movement of the mesh root from actor root, may create stability issues for EnviroSense (although it seems OK now and I expect there will be a fix down the line if it becomes a problem).
@PaleHorseMediaWA6 ай бұрын
Very cool. Good stuff man
@FAXIII76 ай бұрын
Good job
@justterry61358 ай бұрын
Some game in the near future: player character grabs NPC's boob for no reason when getting close. Don't get me wrong, this is an awesome feature.
@RagdollRocket8 ай бұрын
imagine slap fighting game using this. great.
@Rehd669 ай бұрын
Amazing. Will this work with any model or skeleton?
@MiddleAgedGameDev9 ай бұрын
I have only tested it with UE5, UE4 and metahuman, but given that it is primarily working with two-bone IK, it should work with many skeletal setups. Happy to discuss details and maybe test if you want to come to discord.
@cainsmith96059 ай бұрын
Can you limit the hand angles so it won't have weird impossible poses, thus not activating the hands touching, or at least choose a more natural poses?
@MiddleAgedGameDev9 ай бұрын
Hi, thanks for the question. Generally the design and the code that determines where to put the hand should prevent this. There are 2 things to note here: first, if you have a consistent issue you can add an object specific offset to change how the hand interacts with that object; second, animation post processing and good quality 3d models deliver the best quality as twist bones are utilised to ensure the arm (mostly wrist) adapts to the positioning (and this is dependent on the weight painting of the model). An example of what can happen without animation post processing can be seen in the documentation under 'important notes' (drive.google.com/file/d/1PM4D_ftMSLAuLEujUGm_JWHM9DsWYPI2/view?usp=sharing)
@MillsyProjects9 ай бұрын
had this on my wishlish for a while now. great work. Is it replicated and safe for MP?
@MiddleAgedGameDev9 ай бұрын
Thank you. The asset is replicated. There is very little work to do character side for replication it is mostly about replication for interactable objects, which will generally be game specific. This door is not currently in the asset, just because I don't own the meshes and haven't made replacements yet.
@jiaxinsun921010 ай бұрын
Keep it simple, stuipid and effective is the ultimate way of quality product. It is indeed your initial concept that makes this product stands out and shine, that I can't stop myself from purchasing it right after. Looking forward to your avoidance update and hopefully it can help out First person clipping issues without modifiying animations. Keep up and best wishes.
@MiddleAgedGameDev10 ай бұрын
Thankyou. If you come into my discord, I have already explained to someone how I avoid camera clipping in first person and I can flag it for you. It is simpler and more appropriate for full body first person than the avoidance third person stuff and it is in the public area of my discord. Happy to share that for free.
@BattleHVT10 ай бұрын
Oh common bro, at least make one tutorial 😢
@MiddleAgedGameDev10 ай бұрын
It's a bit tricky to do that, what I have done in this video is entirely dependent on the core asset, but this will be included in the next update: www.unrealengine.com/marketplace/en-US/product/envirosense-immersive-hand-ik
@BattleHVT10 ай бұрын
@@MiddleAgedGameDev no , um not talking about this one the very beginning one in which if a character detects something it snaps his hands on it , not the wall some specific object like lever or switch and stuff . I would be very helpful.
@MiddleAgedGameDev10 ай бұрын
@@BattleHVT If you search out tutorials for two-bone IK, that is basically what is under the hood. On your switch or button, you would place an empty Transform that marks the desired position and rotation of the hand. Then use a method to detect when the target is in front of the player and target the two bone-ik to the Transform, turning it off again when out of range or not in front. Again, this is largely built into the asset.
@BattleHVT10 ай бұрын
@@MiddleAgedGameDev ok thanks bro now I will dig into it cuz now I know what's under the hood 😅😅
@BielandoyHablando10 ай бұрын
so cool
@davy484210 ай бұрын
Hello can you please make a Lyra guide for this?
@MatthewRumble10 ай бұрын
Is this able to be used in a first person game?
@차승준-m9g10 ай бұрын
I want this.
@MiddleAgedGameDev10 ай бұрын
Thanks, here is a marketplace link 😉 www.unrealengine.com/marketplace/en-US/product/envirosense-immersive-hand-ik
@Nevetsieg10 ай бұрын
Great jobm, remind me of my 7 years old self
@christopherfrancique991210 ай бұрын
this included in the enviro sense asset?
@MiddleAgedGameDev10 ай бұрын
This is on pause at the moment as I am working on too many other things. I don't think it would be included with envirosense as the integration will be different and it will unfocus the asset. Not sure how I will distribute this and it will ultimately depend on QC testing.
@christopherfrancique991210 ай бұрын
is this part of the envirosense asset, if not please make one
@christopherfrancique991210 ай бұрын
will you be doing a marketplace asset for this as well? would like to play around with it. awesome stuff
@MiddleAgedGameDev10 ай бұрын
The basis of this is Advanced Locomotion Component (ALC) which is already an asset. I have only overriden a couple of methods on the weapons class to achieve this modification to the targeting so there is nothing for me to sell. Maybe take a look if ALC by CT game is good for you.
@sahinerdem549610 ай бұрын
I use custom skeletal hierarchies, not Manny skeleton, I hope there is variables i may switch at component and in Linked AnimBP Layers
@MiddleAgedGameDev10 ай бұрын
I am happy to discuss this. I suspect it will work, but haven't tested on more unusual skeletons, Do you want to discuss in discord prior to purchase and I can maybe run some tests for you.
@sahinerdem549610 ай бұрын
@@MiddleAgedGameDev Thank you for respond i will join discord, Thank you, Regards.
@UNmisterIZE-xz7yx10 ай бұрын
Thats awesome! 👏
@MiddleAgedGameDev10 ай бұрын
thank you
@joa140110 ай бұрын
This is terrific! I love this kind of dynamic interaction with the environment. It adds an important level of naturalism and physicality. Just a thought: as an animator, i think something that’s missing here is arcs. Right now the hand lerps straight to the target position. Whereas in both reality and character animation, all human movements happens in arcs, not straight lines. There will also tend to be a bit more subtle involvement in the upper body when the arms move, such as the person leaning/hunching slightly towards the target.
@MiddleAgedGameDev10 ай бұрын
Thank you. I could talk for a while about the pros and cons of different approaches I tried, balancing more body movement with the accuracy of the ik! and the feedback from testers that they preferred that their underlying animations were not messed with too much. These are excuses though, and I do agree there is more can be done on realism.
@joa140110 ай бұрын
@@MiddleAgedGameDev Mmm, that is a very fair consideration, though, about the tool preserving the underlying animation. It is an asset, after all, not a final implementation. Perhaps it would be best to make it in a way where these additional adjustments can be optionally layered and blended over the top, as well as totally disabled if the user would prefer to work from a clean slate.
@MiddleAgedGameDev10 ай бұрын
I will think about this more. Certainly the user is free to do whatever they want to underlying animations and the asset is primarily controlling the hand positioning. @@joa1401
@joa140110 ай бұрын
@@MiddleAgedGameDev Really the main thing I was thinking of is just including a way to make the hand move to the position along a curve, instead of a straight line. It wouldn’t alter the underlying animations or require authoring new ones. It would just interpolate between the unaltered hand position and the target position using a basic arc instead of a basic lerp. It’s a trick to keep the IK from looking too mechanical. But again, totally up to you, this is already a complex project