@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.
@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 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: https://t.co/TweqCZ49fH
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.