Loading video...

Video Failed to Load

Go Home

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 views • 1 year ago •via X (Twitter)

45 Comments

Caleb Longmire's profile picture
Caleb Longmire1 year ago

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.

Joe van den Heuvel's profile picture
Joe van den Heuvel1 year ago

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.

Caleb Longmire's profile picture
Caleb Longmire1 year ago

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

Richard Pritzel's profile picture
Richard Pritzel1 year ago

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

Caleb Longmire's profile picture
Caleb Longmire1 year ago

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!

Caleb Longmire's profile picture
Caleb Longmire1 year ago

@richardpritzel UE5

TheLazyIndianTechie 🕹️'s profile picture
TheLazyIndianTechie 🕹️1 year ago

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

Caleb Longmire's profile picture
Caleb Longmire1 year ago

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

TheLazyIndianTechie 🕹️'s profile picture
TheLazyIndianTechie 🕹️1 year ago

Understood. Really cool. Looking forward to more!!

Run Anyway Games's profile picture
Run Anyway Games1 year ago

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

Caleb Longmire's profile picture
Caleb Longmire1 year ago

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

Run Anyway Games's profile picture
Run Anyway Games1 year ago

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

Caleb Longmire's profile picture
Caleb Longmire1 year ago

@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.

Run Anyway Games's profile picture
Run Anyway Games1 year ago

Ok I’ll take a look at that

Charles Cox's profile picture
Charles Cox1 year ago

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

Werner Conrad's profile picture
Werner Conrad1 year ago

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

Caleb Longmire's profile picture
Caleb Longmire1 year ago

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.

GeekMaster117's profile picture
GeekMaster1171 year ago

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!

arpu's profile picture
arpu1 year ago

What Character is this?

Hector's profile picture
Hector1 year ago

Just missing some dodge/roll animations

Hector's profile picture
Hector1 year ago

Can your next update include the mutable character?

Caleb Longmire's profile picture
Caleb Longmire1 year ago

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

Luminary | Refractive's profile picture
Luminary | Refractive1 year ago

woah looks great! super smooth

Wyrd's profile picture
Wyrd1 year ago

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

Caleb Longmire's profile picture
Caleb Longmire1 year ago

Nope no blendspaces here

Garrett Register's profile picture
Garrett Register1 year ago

When and what will next gasp template update entail? 🤓

Caleb Longmire's profile picture
Caleb Longmire1 year ago

@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" ;)

Amaresh Beuria's profile picture
Amaresh Beuria1 year ago

@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. 🫡

Garrett Register's profile picture
Garrett Register1 year ago

@clongmire42 I was hoping for shooter component. 🥲

AMetalPenguin (3D Animator)'s profile picture
AMetalPenguin (3D Animator)1 year ago

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

Caleb Longmire's profile picture
Caleb Longmire1 year ago

And I may or may not have answers.

Ln's profile picture
Ln1 year ago

@AMetalPenguin How no foot sliding?

Caleb Longmire's profile picture
Caleb Longmire1 year ago

@AMetalPenguin Character is not on ice.

MinerSkills 📯's profile picture
MinerSkills 📯11 months ago

Truly can’t wait for this to come outttt

CyberSatan's profile picture
CyberSatan1 year ago

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

Seth Hilliard's profile picture
Seth Hilliard1 year ago

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

PhantasyWave's profile picture
PhantasyWave1 year ago

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 😈😈🔥🔥

Caleb Longmire's profile picture
Caleb Longmire1 year ago

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.

PhantasyWave's profile picture
PhantasyWave1 year ago

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 🤣🤣)

Caleb Longmire's profile picture
Caleb Longmire1 year ago

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.

JamesBecomes's profile picture
JamesBecomes1 year ago

Looks fantastic 😍

UKNON Jones - OUT NOW!'s profile picture
UKNON Jones - OUT NOW!1 year ago

Amazing!

Liam Reynolds's profile picture
Liam Reynolds1 year ago

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

Caleb Longmire's profile picture
Caleb Longmire1 year ago

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.

Liam Reynolds's profile picture
Liam Reynolds1 year ago

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

Related Videos