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Trying something fun, calling them "spin transitions", which basically allow for seamless transitions between rotation modes. Not an original concept but also not common...though maybe soon that'll change :)
105,754 Aufrufe • vor 1 Jahr •via X (Twitter)
45 Kommentare

When combined with a careful combination of strafe warp and rotation target offsets, you can get pretty natural looking "relaxed strafe" with only forward and backward animations. Perfect for non-combat locomotion for games that want perpetual strafe, like LOU or GOW.

We used this a lot in Half-Life: Alyx. The soldiers needed to transition between sprinting forward and straffing to aim at the player. What really worked well was having run-to-idle spin transitions so they would turn to face the target as they came to a stop.

Ahh yes, those are on the list! Loved all your work on Alyx btw :)

If I saw this quietly implemented in a game I'd lose my mind. So cool.

Well we're hoping that by providing good sample content, good locomotion becomes more standardized and commonplace so teams can focus more on what really matter - fun gameplay!

@richardpritzel UE5

Really cool. Is this motion matching from UE’a latest templates you’re working off of?

Sort of! Only using MM for a single frame for the star of the transitions in this instance.

Understood. Really cool. Looking forward to more!!

thats so fire, i wish someon eowuld make a tutorial on this, are those debugs from the gasp widget too?

@runanywaygames Those are! Hmm, maybe I'll make a tutorial...or maybe I'll just release it in gasp... ;)

Very cool, I saw Chris Murphys talk in a gasp system using 15 animation for motion marching too, I think we would all love to see a version of that because some of us that animate can make out own. Right now it is bit difficult to understand how to make a light version

@runanywaygames Agreed. A good place to start would be to look at the experimental setup and disable animations in the chooser. The system will skip to the loops if transitions are not found, so you could experiment with the data density easily.

Ok I’ll take a look at that

This looks incredibly smooth! I am really looking forward to the GASP updates in the future!

Is this for when the camera is pointing one direction and the player is running another? Its a fantastic implementation and I love it. Please put it in gasp as this should be a standard feature for all ue game players. Absolutely fantastic

Yes exactly, so when you want the character to swap from normal loco to strafe or vice versa (say when you equip or unequip a weapon), you often have large target rotation deltas, and these anims help make that rotation seamless.

Not a game developer but I tried to build something for fun a while ago. It's often small things like this that are tricky to pull off. Keep going!

What Character is this?

Just missing some dodge/roll animations

Can your next update include the mutable character?

We talked about that! There's interest from the mutable team but just have to get scheduling aligned.

woah looks great! super smooth

This looks incredible! Doesn't require blend space smoothing or anything?!

Nope no blendspaces here

When and what will next gasp template update entail? 🤓

@garrettsstudio There's always lots in motion at Epic so plans change often. Cant say anything for certain. If we got our way it'd have everything you could ever want, but we have to take things one step at a time... But next update may have something that rhymes with "hoover proponent" ;)

@garrettsstudio Mover Component 😱 Sounds exciting! Btw great thinking with this kinda implementation. You always come up with these smart ideas to make locomotion in games very intuitive. 🫡

@clongmire42 I was hoping for shooter component. 🥲

Omg. This is the hardest thing for me to do in animation. I have so many questions.

And I may or may not have answers.

@AMetalPenguin How no foot sliding?

@AMetalPenguin Character is not on ice.

Truly can’t wait for this to come outttt

Can you give us examples of games using this technique? I don't think I've seen one lately 😅

To be clear, you have several spin transitions here, is that right? Would you mind sharing the list of which ones you have and their coverage? I see the 'shuffle' ones in GASP, but the ones shown here appear to be different

Have you guys noticed i think its either “start strafe” or “strafe spin transition” not very sure but they seem to be missing (i think you did highlight this before around here on X was just wondering if you got to go around it) cant wait for next update wizard Caleb 😈😈🔥🔥

It's a new anim that's not in the sample currently (in fact we are making a while new animset with a more relaxed feel), but it's actually just using the same setup, no additional states needed. I was using refacing starts in place of these transitions as a fallback.

Interesting… 🤔🤔 saw one of your replys in the comments mentioning equip and unequip, left me confused how special are these anims? Is this a new way for rotational situations in the anims? (Im confused and curious sorry 🤣🤣)

So lets say when you equip a weapon you want the character to rotate to face the crosshair, and when unequipping you want the character to turn to face the direction of movement, these transitions could play. Obviously you'd still need the equips to layer on top of this.

Looks fantastic 😍

Amazing!

Very cool. How does it unwind the capsule orientation between the two different loco systems. I assume Strafe and normal/exploration

Good question, atm the capsule changes instantly and we treat it as the target orientation within the anim graph. With the new mover I'm not entirely sure yet. There will inevitably be some delta between capsule and root but we'll try to keep it small.

Aha okay. still not super UE literate yet. So you offset the mesh to the capsule and play the animation out to the target?
