cg小白兔 发表于 2024-3-28 13:29:16

Kai Locomotion System 2.0.3.2适配UE5.0












Custom Character Movement Component that offers predictively replicated Custom Movement speed and has custom rotation implementation that uses rotation from certain KLS animations. this CMC will be used later to build new movement modes (physics based sliding and Zelda climbing are in the work).
Utilizing Linked Animation Layers To switch between locomotion and masking.
A Plug And Play Animation Blueprint That Supports 3 Gaits and different types of transitions.

Version 3 utilized linked animation layers for switching locomotion and masking (Layering) sets.

Fill Data Asset with the animations, and get high quality locomotion without effecting the movement of the player in few minutes.
Apply Masks to locomotion sets very easily by defining Mask poses and Body Part Mask weights in Data Asset to allow for very fast iteration to get the right blends for your poses.
Switch Between Locomotion and Masking sets using linked animation layers like Lyra.

New Version V3.5 Release includes :
Usage of Template Animation blueprint. you no longer need to make copies of animation blueprints, you can create a child from any skeleton you want. This greatly simplifies the animation system.

*4 Directional Loops, 4 Directional Starts , 4 Directional Stops are the required minimum transitions.
*Requires Control Rig Plugin To Be Activated


自定义角色移动组件,提供可预测复制的自定义移动速度,并具有使用某些KLS动画的旋转的自定义旋转实现。这个CMC稍后将用于构建新的运动模式(基于物理的滑动和塞尔达攀爬正在进行中)。
利用链接的动画层在移动和遮罩之间切换。
即插即用动画蓝图,支持3种步态和不同类型的过渡。

版本3使用链接的动画层来切换移动和遮罩(分层)集。

用动画填充数据资产,并在几分钟内获得高质量的移动,而不会影响玩家的移动。
通过在“数据资源”中定义“遮罩”姿势和“身体部位遮罩”权重,可以非常容易地将“遮罩”应用于运动集,以便进行非常快速的迭代,为姿势获得正确的混合。
使用链接的动画层(如Lyra)在运动集和遮罩集之间切换。

新版本V3.5版本包括:
模板动画蓝图的使用。你不再需要制作动画蓝图的副本,你可以从任何你想要的骨架中创建一个孩子。这大大简化了动画系统。

*4个定向循环、4个定向启动和4个定向停止是所需的最小过渡。
*需要激活Control Rig插件





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