Comments

Log in with itch.io to leave a comment.

Viewing most recent comments 428 to 435 of 435 · Previous page · First page
(+1)

is the game going to be further developed? looks promising

Yes! New update really soon! (Was planning to post it before Friday, but it is Friday already:)))


Thank you!

(+1)

This has a lot of potential, I really like the use of the mouse movement to control sword actions. Good luck!

Thank you!

Yes, mouse movement is really the core of this whole game. Dismemberment and everything else comes later

(+1)

Really fun so far, im excited to see the next demo. Is there a way to change the framerate cap to 60fps?

I will include it in my next update, thank you for mentioning! And thank you for playing ((:

(+1)

WOW! This is super fun already! Can I ask a couple questions, because you’ve achieved the holy grail, I’ve been trying to get this sort of system to work forever!?

- how do you simulate the whole body and keep him balanced/upright?

- are you driving the physics to match an animation? 

- is the walking done with IK/procedurally? (Using control rig?)

- what should I research to get going on this stuff?

Thanks for the awesome demo and for your time, if you don’t feel like answering that’s cool, take care!

(+1)

Thank you! Sure, let's see!

- I cheat ((: I connect pelvis of the mesh to the collision capsule by a physics constraint. I set all the limits to free and use linear and angular motor  to keep the body in place and upright. I constantly change the values of those motors powers so that result looks natural. Also I am not letting Collision capsule to travel too far from character mesh either, constantly interpolating its position back to mesh. This way both Collision Capsule and Mesh are kind of "rubber bound" to each other and as a result physics look and feel pretty good. Not ideal, but enough for me right now.

- I have this weird system where I have a hidden skeleton, which is not simulated and plays Anim BP. While actual character mesh that we see receives all the joint rotations from it and adjusts it's position by joint motors (if you work with joint/constraint motors, I do not recommend using SLERP in this case,  just use Twist/Swing).

- All the animations are done procedurally here (so no keyframe animations for arms/legs)  and I am also using exclusively Two Bone IK for every limb. For me it just gives better results. But you can do it using control rig too. If you want to know more about leg, I have tried several approaches for walking. the one I am using now is like this: before every step I trace the land at the location where I want foot to step on. I check the height, then I send foot IK effector to travel along the curve to that place, the other foot is trying to adjust itself too at this time. Once step is finished I do the same for the other foot.


- Unfortunately there is not much information about full body animation on Unreal in internet. But I highly recommend you to check this new feature (which still has no documentation) 

https://twitter.com/games_inu/status/1578338793387884545?s=20&t=86JHg4YLux-6hBp8...

and knowing biomechanics would really help to set up correct Physics Asset and IK control system. I don't know biomechanics :(


I hope this helps! I want to make some kind of tutorial myself, but it takes too much time... Anyway if you have more questions ask any time!

(+1)

dude! Above and beyond! Thank you so much! Is there anywhere else I can follow you to stay up to date on the project? I had to dump Twitter. It’s getting sketchy over there lol. 

(+1)

Damn, I just started getting used to twitter and now people are leaving it ((:

I am not really using any other platform rn

I will create a discord server (as soon as I understand how to use discord hehe) and I can send it to you here. I will probably do it with my next update in 1.5 - 2 weeks if everything goes as planned, which pretty much never happens :))

Deleted 1 year ago
(+1)

Thank you!

I will update the build soon, just need to finish one feature (I would say it takes around 2 weeks)

(+1)

oh man this is so cool, please upload at least one test with the new blood stuff, it looks incredibly fun!
good luck with the project, will definitely be following

(+1)

Thank you! Sure, I will post a new update with full gore system as soon as I finish it! Now I am working on final and most important component of that system.

(+1)

Doesn't give me the option to download...

Like the button is not there? I don't know this site too well, I need to check why that could be. Which browser are you using?

(+1)

Nah, like the "install version" kind of thing, it's happened to me before with other games where it's just...nothing

So is it a website problem?

Here, you can use this dropbox link, the file is the same

https://www.dropbox.com/s/n368gxsiib6mdu9/Physical%20Animation%20Test.zip?dl=0

(+1)

 This is great fun as is, can't wait for the next peek, really want to try out some of the things I've been seeing on your Twitter.

For others:

If you're having  perfomance issues like I had, because the default settings are too high you can go into:

 "Physical Animation Test\Physical Animation Test\HalfSwordUE5\Saved\Config\Windows\GameUserSettings.ini"

To lower them manually.

(+1)

Wow! Thank you for your feedback! I will definitely share more!

And thank you very much for heads-up about performance. I never thought about it before, because it runs fine on my school PC, but on my personal laptop starts to smoke even on the lowest settings (:

I will include settings in my next update. This one was very spontaneous, didn’t even think anyone will really play it ((:

Sending $1 in exchange for a horse brush

(+1)

Thank you so much!!

Never thought that getting money for your own creation feels so good!!

You will get a horse brush! With a golden skin!

Viewing most recent comments 428 to 435 of 435 · Previous page · First page