@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.
@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?
@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.
@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
@LocoDev7701 beautiful work man, ignore all the people upset that this has been done before, because yea no shit, this is a great implementation tho, really respect the fact youre also sharing the how and the entire system.
@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?
@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
@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
@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
@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.)
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.