Jose Villarroel

57 posts

Jose Villarroel

Jose Villarroel

@JSpoiler4

Lead Animation Programmer @EpicGames

San Diego, CA Katılım Aralık 2012
48 Takip Edilen96 Takipçiler
Jose Villarroel
Jose Villarroel@JSpoiler4·
@RyanMuoio @clongmire42 TL;DR Orientation Warping manipulates some bone transforms directly (it always has unfortunately), so this breaks the whole component-space caching system. We've never noticed because we always had Orientation Warping first in the chain. We'll fix this up in 5.8.
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Ryan Muoio
Ryan Muoio@RyanMuoio·
@clongmire42 @JSpoiler4 I imagine that will be appreciated by many. But I'm actually rewriting the system in C++ and making everything fast path. I removed those two nodes thinking they were redundant (and added by accident) and then spent over a day trying to figure out why my system was broken.
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Ryan Muoio
Ryan Muoio@RyanMuoio·
Can someone explain why, in GASP, removing the Component To Local and Local To Component nodes, which seem redundant, from within the Blend Stack Input graph breaks the warping? @clongmire42, do you happen to know the reason? This is in the context of the Mover SM version.
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Jose Villarroel
Jose Villarroel@JSpoiler4·
@clongmire42 @RyanMuoio There's always one on each release! I think in 5.4 we had an off-root crouch pivot, and in 5.5 we had a few flipping stops? I'll call this one the necklace pivot.
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Caleb Longmire
Caleb Longmire@clongmire42·
@RyanMuoio What...kind of pivot IS that supposed to be? Give me the filename and I'll send it to Tony.
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Jose Villarroel
Jose Villarroel@JSpoiler4·
@SandriaGirrith @kiaran_ritchie The point of this approach is to optimize the standard character pipeline instead of building crowd-only tech. That way it's up to the devs if they want more NPCs or not, and if they have crowds, they're not cut out of making them super interactive. This is very hard in UE today
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Sandria_Girrith
Sandria_Girrith@SandriaGirrith·
@kiaran_ritchie @JSpoiler4 Sure but in Open Worlds it's difficult to optimize for weaker hardware in general. A huge crowd with no purpose is nonsense and cuts of many users. So it's a tough decision to make but I know exactly what you mean.
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Jose Villarroel retweetledi
Caleb Longmire
Caleb Longmire@clongmire42·
Thanks to the flexibility that Mover provides, we were able to achieve some pretty robust rotation behaviors, which I'm personally quite proud of. Rotation has been something I've fought with since the very beginning, but I feel like we're finally turning a corner (pun intended). This newfound rotational freedom has given way to a unique approach to "Strafe" locomotion. With just F+B directions and what I call "Spin Transitions", we can make a character that can move and rotate in any arbitrary direction with seamless transitions.
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Jose Villarroel retweetledi
Unreal Engine
Unreal Engine@UnrealEngine·
The Game Animation Sample Project is updated for Unreal Engine 5.7 and we're so excited for it, you could describe us as, well: Animated From the addition of the Mover plugin, to Smart object setups, a new slide feature,  locomotion style and much more, there’s plenty of new things to check out in the new GASP 5.7: epic.gm/gasp-update-5-7
Unreal Engine tweet media
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Jose Villarroel
Jose Villarroel@JSpoiler4·
@LincolnMargison @hyperwebster @louiswhitworth_ We also separated the state of the prediction/history from the state of the root motion from anim and sync'd manually, since it caused a feedback loop that made trajectories noisy and caused bad selection. Unsure if it's the right way and we'll continue experimenting.
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Jose Villarroel
Jose Villarroel@JSpoiler4·
@LincolnMargison @hyperwebster @louiswhitworth_ For the Witcher tech demo we calculate trajectories "manually"/outside of the root motion flow. We made a new spring movement model in mover 2.0 that's used for prediction. For the player it's in blueprint and for crowds it's in mass.
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Lincoln Margison - Game Development
With Control rig physics in 5.6, is there a way to have the sim collide with the world? Or is it just for rigspace physics/self collision?
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Jose Villarroel
Jose Villarroel@JSpoiler4·
@xen_studio If you check UE5 Main, you'll see there's an alternative to animation blueprints in the works. Conceptually both concepts will be pushed, but the workflow will be completely different.
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Jose Villarroel
Jose Villarroel@JSpoiler4·
@xen_studio Hey! In general we want to do a much better job on the education front. Release notes are a good resource, but we plan to make i.e. documentation a lot better. Nothing in 5.6 unfortunately 😞 It's more of a foundations release for us on the MM front.
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Jose Villarroel
Jose Villarroel@JSpoiler4·
@MaxGariepy @RyanMuoio We ended up using hand_r in spine_05 space for everything but I think we could get better results by tweaking that per-item too.
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Max Gariepy
Max Gariepy@MaxGariepy·
@JSpoiler4 @RyanMuoio For item like grenade/consumable, I assume that the Bones used and the space they were applied in changed right? For example, copy hand_r and reapply that on itself in spine space? Did you ever have the need to copy multiple bones? The delay info is very good, thx for sharing!
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Ryan Muoio
Ryan Muoio@RyanMuoio·
I'm messing around the Copy Motion node from Epic. There is much more to experiment with, but I was comparing the poses with and without Copy Motion, and there is definitely a noticeable difference between the two.
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Jose Villarroel
Jose Villarroel@JSpoiler4·
@RyanMuoio We based the node on an animator's workflow and I think this could be applied to an IK chain on chest/hips too. Animators tied parameters on a chooser so you could tweak them on running vs idle. I'd like us to eventually do this on control rig to make it more animator-driven.
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Jose Villarroel
Jose Villarroel@JSpoiler4·
@RyanMuoio Most of our items had a delay between 0.033 (grenades, consumables) and 0.1 (assault rifles), with the heaviest ones going to 0.2-0.3 (I think pickaxes). We also made a node similar to your transform modify advanced and copy pose so I think you're definitely using it right!
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Darren | Snowchimp Interactive
Question for @kiaran_ritchie or anyone in the animation department; did the game animation sample project get the same updates in 5.4 as it did in the 5.5 version that just released this week?
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Jose Villarroel retweetledi
Caleb Longmire
Caleb Longmire@clongmire42·
Fun fact, the 5.5 Game Animation Sample update actually released yesterday! There's been a hang-up on the official announcement. Get it here -fab.com/s/46a85e1ef0c5 P.S. You may have to remove local content in the EGL library in order to get the 5.5 version.
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Ryan Muoio
Ryan Muoio@RyanMuoio·
@JSpoiler4 @clongmire42 Dang. I should've submitted a pull request. I only discovered the issue a few days ago, so it was probably too late by that point anyway (for 5.5). But I'm glad everything is being exposed for future versions.🥳
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Ryan Muoio
Ryan Muoio@RyanMuoio·
I guess Epic truly doesn't want MM extended by users. - Overridable functions in FAnimNode_MotionMatching are private. - The FMotionMatchingState struct lacks the POSESEARCH_API macro. - Pose search feature channels have cpp and h files w/in Private folder. - etc. 🧵
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Jose Villarroel
Jose Villarroel@JSpoiler4·
@clongmire42 @RyanMuoio We expose them! Unfortunately it's too late for 5.5. @RyanMuoio sorry about that! In general, pull requests on GitHub is how we can be the fastest on requests like this one.
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