Ryan Muoio

209 posts

Ryan Muoio

Ryan Muoio

@RyanMuoio

Unreal Animation Programmer https://t.co/m1CIPcZoa4 https://t.co/7zWxOy3jVF https://t.co/LihSStv7wG

Katılım Ağustos 2023
75 Takip Edilen514 Takipçiler
Ryan Muoio
Ryan Muoio@RyanMuoio·
@in_prog @clongmire42 From what I remember/understand, it's still experimental in 5.7, and it doesn't replace the use of PSDs. There may be more I'm missing too though.
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Ryan Muoio
Ryan Muoio@RyanMuoio·
In Unreal's Chooser, a struct can be output — separate from the Chooser's return value — that can contain useful info for anim playback. (See the SM + MM GASP example.) Is there any way to output a struct/property with anims returned from a Pose Search Database?
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Ryan Muoio
Ryan Muoio@RyanMuoio·
@clongmire42 I like the sound of all of that. I've found myself not using the MM node because I like having more control, but there are still some nice aspects about the node, and I have ideas for it. Are these things you mention intended for a 5.8 release?
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Caleb Longmire
Caleb Longmire@clongmire42·
Yes, we have a fix coming that will allow the chooser to output a struct array along with the array of results, but with the integrated pose search column, we may not even need to output an array in the first place. MM node will not disappear, but perhaps used less in favor of more artist friendly alternatives, like a chooser player node with integrated pose search.
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Ryan Muoio
Ryan Muoio@RyanMuoio·
@clongmire42 🤯 That will be awesome! I'm curious how that will work with the MM node — or if that node will disappear too. Also, will Chooser eventually be able to output more than just the struct corresponding to the first selected return row?
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Caleb Longmire
Caleb Longmire@clongmire42·
@RyanMuoio What if I told you, in the future there will be no pose search database? ...but rather, a pose search column WITHIN the chooser 🤯
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Ryan Muoio
Ryan Muoio@RyanMuoio·
I made a video for work that briefly explains the high-level overview of my animation system "framework." I figured I'd post it here. If you have ideas for a better structure (not using UAF), please let me know.
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Ryan Muoio
Ryan Muoio@RyanMuoio·
Ran into some limitations today: Linked Anim Graphs seem to produce strange artifacts when used within Blend Stack subgraphs, and Linked Anim Layers immediately crash the editor when connected there. I'm hoping UAF allows for more flexible animation implementation workflows.
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Ryan Muoio
Ryan Muoio@RyanMuoio·
@furkanyalcin901 This looks similar to Unrecord, which I briefly worked on. How is your game different? (I'm asking genuinely.)
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Ryan Muoio
Ryan Muoio@RyanMuoio·
CHOOSER CRASH Has anyone else experienced the Unreal Engine crash shown in the attached video? Whenever I attempt to add an enum getter function to the Chooser, the engine crashes. However, if I select the property directly (not a getter function), there is no crash. Why...?
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Knight's Path
Knight's Path@Knights_Path·
Games are obviously not real life. Neither are books, paintings, or films. Yet Christians have understood for centuries that stories and symbols matter, because they shape the soul. A game does not replace lived experience, but it can point toward it. It can model courage, sacrifice, restraint, responsibility, and purpose in the same way parables do. Christ himself taught through stories, not because they were “real,” but because they revealed truth. When someone watches a story like Lord of the Rings and feels inspired to be braver, more faithful, or more self-sacrificing, that does not weaken masculinity, it strengthens it. The medium is irrelevant. What matters is the values conveyed and the response of the person engaging with it. A good game does not promise fulfillment through fantasy. It reminds the player of virtues worth pursuing in real life. Used rightly, it can encourage discipline, moral reflection, and responsibility, not replace them.
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Ryan Muoio
Ryan Muoio@RyanMuoio·
All my products are on sale on Fab through January 20. Get 'em while you can! - Anim Tools: 30% off - UUS Animation Set: 50% off 50% off * UUS Animation Set: 50% off fab.com/sellers/MuuKni…
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Ryan Muoio
Ryan Muoio@RyanMuoio·
@BC_ANMS Yup! I'm going to see if I can make a full Blendspace-based system. 🙏
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Ryan Muoio
Ryan Muoio@RyanMuoio·
Here is an example of applying my Anim Tools plugin to retime pivot animations so they blend within a Blendspace (and w/out sync markers). Anim Tools: fab.com/listings/7608f…
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Ryan Muoio
Ryan Muoio@RyanMuoio·
@games_inu Well, at least the author used LaTeX with a nice font, so it's consistent and easy on the eyes. I truly hate when authors don't have consistent font styles in math-related books. Or, worse, when they use Word to write their stuff. 🤮
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Inu Games
Inu Games@games_inu·
Trying to read a book about IK and it starts like this. I even studied this stuff in uni, even got max grades, but I remember nothing 😭
Inu Games tweet media
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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·
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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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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Caleb Longmire
Caleb Longmire@clongmire42·
@RyanMuoio @JSpoiler4 I added stride warping pretty late and ran into the issue after hardlock. We can probably have that fixed up in 5.8.
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Ryan Muoio
Ryan Muoio@RyanMuoio·
@clongmire42 @JSpoiler4 Oh, wow. That's annoying. It seems like a waste of performance to need to convert and then convert back. I suppose I can make my own Orientation Warping node and just remove that check, but that's not ideal. Hmm. Thanks for the info though.
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Caleb Longmire
Caleb Longmire@clongmire42·
@RyanMuoio Yes, there's a silly check in orientation warping where it won't modify a pose that's already been modified. I think it was added by the FN but not sure why.... @JSpoiler4 would know. The second conversion makes orientation warp think the pose is clean. I hate it too.
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Ryan Muoio
Ryan Muoio@RyanMuoio·
@JSpoiler4 @clongmire42 "Necklace pivot" 🤣 Yeah, I imagine catching all the small issues is a job in itself, especially when hundreds of animations are released.
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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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Ryan Muoio
Ryan Muoio@RyanMuoio·
@clongmire42 Here are a few I found. The top two are the worst offenders. It seems like it was an accidental copy-paste job.
Ryan Muoio tweet media
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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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