Loco Dev

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Loco Dev

Loco Dev

@LocoDev7701

Making Locomotion System Tutorials for UE5 https://t.co/iWjJ25i5yw

Katılım Mayıs 2023
15 Takip Edilen2.7K Takipçiler
Loco Dev
Loco Dev@LocoDev7701·
@PhantasyWave You can enable it to trigger only on specific objects because it will trigger as well on normal walls.
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PhantasyWave
PhantasyWave@PhantasyWave·
Did i do right @LocoDev7701 ?? Need to readjust capsule but… Yes your tutorial its simply magic ahah thank you 🥳🥳
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Loco Dev
Loco Dev@LocoDev7701·
@odysseas564763 In this system, the character avoids obstacles regardless of the direction they’re moving in
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Joren
Joren@Tettink67·
@LocoDev7701 AC did it years ago, sure and nobody did it ever since except this guy. Legend. Great quality
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Loco Dev
Loco Dev@LocoDev7701·
@LzyIndTky I adapted this system in GASP 5.7 for the mover version, for the upper body overlay I use additive blendsplace animations. I only used chooser tables on my other system which was the advanced ledge locomotion system.
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TheLazyIndianTechie 🕹️
TheLazyIndianTechie 🕹️@LzyIndTky·
@LocoDev7701 Do you have a breakdown of this I can study? Seems like you’ve adapted GASP to achieve this. Wanted to understand if you’re using smart objects and choosers with custom animations to do this?
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Loco Dev
Loco Dev@LocoDev7701·
@EtherealHatred Thanks, I really appreciate it. The goal was never to claim I invented the idea, but to refine it, make it accessible to more developers, and show how it can be built in a reusable and modern way.
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Ethereal Hatred
Ethereal Hatred@EtherealHatred·
@LocoDev7701 I hate how much heat you're getting for rediscovering something AAA devs figured and forgot so long ago but now available to the public, well refined and better than before, people should be thanking you but instead these apes are crying to the wrong tree
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Trip
Trip@TripCJC·
@LocoDev7701 This is sick, thank you for making tutorials for stuff like this.
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Loco Dev
Loco Dev@LocoDev7701·
@WareLeonard I'm also working on a full course that will help a lot who's just starting on unreal
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@WareLeonard·
@LocoDev7701 Do you have beginner tutorials for people wanting to get into game creating?
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Loco Dev
Loco Dev@LocoDev7701·
@WareLeonard You can check them out on my YouTube channel: LocoDev.
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Loco Dev
Loco Dev@LocoDev7701·
@Yoon_Sorin Yes, you can either invert the values or swap the animations order in the blendsplace.
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YoonYoon
YoonYoon@Yoon_Sorin·
@LocoDev7701 oh shit this looks good, question is there a way to steer which shoulder he puts forward when avoiding an obstacle or is it tied to which side is detected the closest to the character at the contact moment?
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Fairfield | John Ragebait
Fairfield | John Ragebait@mistafrostfield·
@LocoDev7701 This is some impressive shit coming from a team of 1. Good work man, thanks for sharing. Love seeing behind the curtain.
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Loco Dev
Loco Dev@LocoDev7701·
@mister_chedda Thanks! Here we're using an additive Blend Space driven by mapped values, which are updated dynamically in real time based on the character’s distance to the obstacle being avoided
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MisterChedda
MisterChedda@mister_chedda·
@LocoDev7701 so good! are you using the new UAF (from the Witcher4 demo) or is this all classic ABP blending?
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Loco Dev
Loco Dev@LocoDev7701·
@Sidera__ Surely, to any character that can walk!
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Sidera
Sidera@Sidera__·
@LocoDev7701 It mentions “made for mover” but would the setup still work with the CMC or similar movement components?
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Loco Dev
Loco Dev@LocoDev7701·
@Zhyrvalen Really appreciate that 🙌 Yeah, AC explored similar ideas years ago, my focus here is to share the work and teach other developers how to build and even improve these mechanics themselves. More on my YouTube channel: @LocoDev/videos" target="_blank" rel="nofollow noopener">youtube.com/@LocoDev/videos
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Distant Traveler - New Home
Distant Traveler - New Home@Zhyrvalen·
@LocoDev7701 "Assasin creed already did this decade ago" just... what? dude was just sharing his work and happy with it. Even share the project for learning. Good job anyway
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Loco Dev
Loco Dev@LocoDev7701·
@theericjacobus The blendspace itself is just two 1-frame hand-keyed poses.
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Eric Jacobus
Eric Jacobus@theericjacobus·
@LocoDev7701 Nice stuff. How much mocap vs hand key? Do you have any numbers on numbers of minutes of mocap? I love stuff like this and I think the concept can be applied to combat systems to smooth those out too. (I've been fighting to mocap that stuff at my studio for years.)
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Loco Dev
Loco Dev@LocoDev7701·
Great question,the base locomotion uses motion matching with high quality mocap animations made from epic games, but the avoidance itself is procedural It uses traces and distance-based values, which are then applied through an additive blendspace to adjust the upper body pose in real time.
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