@JohnnyB_222@chhopsky if i think back to my first attempts to use AI in 2022/2023 to build specialized code where it would hallucinate APIs at almost every second prompt, i have been using Codex on both Unreal and Python Tool Codebases and the time saved so far is just nuts. Literal weeks.
@MR3Dev@Maslp9 Results are great, this will not be on the same data quality level as processed optical mocap but for quick needs of blockouts and previz this tool is super helpful. Looking forward to using it.
In @UnrealEngine 5.8, you can now easily set a node to development only or disabled via the right click menu.
This a nice quality of life feature to enable by default, as it was previous hidden on an unassigned shortcut or experimental checkbox
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: https://t.co/do3e5bijae
@GregoryRich19 So looking into this stuff with a fresh 5.6 build, to get something like in your showcase i assume i need to rebuild/create a version/variant of the GAS ABP in UAF?
@henningsanden It was already painful enough to loose XSI and it took me a long time to like maya but once you get over it, can't use anything else really. The core sandbox and the freedom to build on top of it with the amazing animation/rigging workflows, still unbeatable in 2025.
I think it's time to share what I've been cooking for the last 6 months - a major update of the Smart Layer script. New modules, new features, full support of quadrupeds, wall walking, automated leans, feet sliding fix, pelvis correction, space switching, curve filters and more🧵
@clongmire42 Great insight!
Lyra suffers from the State Re-Entry Issue during rapid Pivots. The only proper example i have seen that did this well is Paragon ( might be my fading memory ). Also that was in old UE4 tech.
Time to update Lyra to use Blend Stack for Pivots. 👀
Cool little setting in UE Blendspace is Per Bone Smoothing. With it you can control the speed different parts of the character blend to the desired pose, and add more life to the animation even in simple 1D Blendspace.
#UnrealEngine#gameanimation#techanim
I got tired of the shortcomings of most of the .bvh animation file format viewers out there and decided to write my own.
BVHView is a simple, hackable .bvh viewer written in #raylib that loads files almost instantly and renders them clearly and cleanly.
https://t.co/6PmEStoY3c
@anorangeduck@bird_james I have been trying to find a robust solution for smoothing out navigation paths for realistic characters, do you think this might work? The main issues i usually encounter is that most smoothing/post process approaches deviate the path and start to become in-accurate.
If you want to use AI with Motion Matching in Unreal, the Character from the Game Animation Sample is a good starting point, just make sure to enable "Use Acceleration for Paths" CMC. Here is a very simple AI Controller following the player and picking a random point around it.
@fritzisonfire Wow that is crazy to hear, i have seen dozens of them in my career, its annoying and just sad to still see in 2024. I would say its worse in Europe as there is no rule to give a salary range outside UK yet. But its changing to the better slowly.
16 years ago today, #METALGEARSOLID 4: GUNS OF THE PATRIOTS was released worldwide, exclusively for the PlayStation 3.
How long did it take you to beat #MGS4 for the first time?
Super thrilled to announce that our brand new Game Animation Sample is now live! We're on a mission to make high quality gameplay animation more accessible and more understandable for all, and this is just the beginning!
https://t.co/0Nr6WQRm8X