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Udemy 虚幻UE5 以lyra动画基础实现 ALS 高级第三人称角色无缝运动教程 - 第一部分

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2024-09-25 06:19:25
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Udemy上用虚幻UE5实现的以lyra动画基础实现第三人称角色无缝移动教程,学习用。 有需要课件或有疑问需解答请支持原作者课程: https://www.udemy.com/course/unreal-engine-5-advance-locomotion-system-als-intermediate
视频选集
(1/200)
1 - Introduction
02:19
2 - 01Create Blank project
03:53
3 - 02Import character
06:14
4 - 03Gamemode and character class
07:54
5 - 04Animation blueprint
08:44
6 - 05Blueprint casting
06:25
7 - 06Blueprint Interface
10:13
8 - 07Property access
09:10
9 - 08Import Animations
02:36
10 - 09Enhanced input
07:12
11 - 10Equiped gun enum
04:58
12 - 11Pass equipedGun to animation blueprint
05:40
13 - 12State machines and shared rules
09:43
14 - 13Blend poses
04:35
15 - 14Blend poses by enums
02:15
16 - 15Dynamic sequence with blend inertialization
06:56
17 - 16Animation layers
02:57
18 - 17Animation layer interfaces
03:15
19 - 18Link anim class
05:28
20 - 19Animation blueprint childs
04:00
21 - 20Inertilize blending
03:00
22 - 21Be more Organize
08:18
23 - 22Look Around enhanced input
04:51
24 - 23Movement enhanced input
06:15
25 - 24Character movement
04:47
26 - 25Import animations
03:22
27 - 26Move forward animation
08:07
28 - 27Aiming enhanced input
04:53
29 - 28Use structs and enums for character movement data
06:11
30 - 29Use maps for gate setting
05:50
31 - 30Update gate function
07:43
32 - 31Recieve current gate in animation blueprint
03:46
33 - 32Belnd posses with gates
03:25
34 - 33Use layer interfaces for cycle
02:59
35 - 34Get base animation blueprint in layer blueprint
03:19
36 - 35cycle on update
05:56
37 - 36Select animation for cycle
03:50
38 - 37Edit selection in property matrix
04:13
39 - 38Debug a Enumaration variable
06:38
40 - 39Debug a float value
03:37
41 - 40Draw debug arrow
04:41
42 - 41Debug draw vector function
04:54
43 - 42Debug draw vector string
02:14
44 - 43ALS Debug system
06:20
45 - 44Slow mode
01:29
46 - 45Calculate velocity Locomotion Data
04:33
47 - 46Debug velocity Locomotion Data
04:14
48 - 47Create calculate locomotion direction function
02:25
49 - 48Going backward calculation
02:53
50 - 49Going forward calculation
03:35
51 - 50Going right and left Calculation
02:40
52 - 51Make calculate direction function more modular
06:44
53 - 52Direction deadzone
03:41
54 - 53Forward Dead zone
05:56
55 - 54Backward Dead zone
05:10
56 - 55Right Dead zone
04:09
57 - 56Left Dead zone
05:32
58 - 57Select animations with directions
04:01
59 - 58Select animations with structs
06:20
60 - 59Stride Warping
07:17
61 - 60Orientation warping
05:07
62 - 61Import animations
05:49
63 - 62Lean blend space
05:50
64 - 63Apply additive
04:03
65 - 64Calculate Lean angle
08:50
66 - 65Lean for backward animation
04:11
67 - 66Import animations
06:47
68 - 67Get acceleration data
05:33
69 - 68Debug acceleration data
02:36
70 - 69Old way of Stop animation logic
05:29
71 - 70Use animation layers
02:53
72 - 71Distance matching explained
05:28
73 - 72Predict Stop location of charcter
08:44
74 - 73Sequence evaluator setup
03:49
75 - 74Set correct animations
05:51
76 - 75Play animation with sequence evaluator
03:18
77 - 76Distance match to target
07:38
78 - 77Distance curve
06:01
79 - 78Stop at angle
04:58
80 - 79Little talk
02:22
81 - 80Import animations
04:34
82 - 81Start State
06:13
83 - 82Start to cycle direction chnage rule
04:35
84 - 83Gate changed rule
06:50
85 - 84Max transition per frame
04:22
86 - 85Start layer
03:39
87 - 86Select animations
05:04
88 - 87Set animation in on update
05:54
89 - 88Distance matching
05:57
90 - 89Rules blend logic
04:10
91 - 90Warping Settings
03:38
92 - 91Import animations
05:23
93 - 92Pivot state
02:56
94 - 93Going to pivot state with dot product
06:27
95 - 94First rule of going to cycle
07:14
96 - 95Anim notify state
06:14
97 - 96Pivot state machine
05:37
98 - 97Pivot state rule
04:01
99 - 98Setup Pivot anims
03:02
100 - 99Acceleration locomotion direction
04:14
101 - 100Select animations
07:08
102 - 101Check which part of pivot we are in
03:29
103 - 102Check selected animation
03:20
104 - 103Distance matching to target for stop part
04:43
105 - 104AdvanceTime by distance matching
03:29
106 - 105Orientation warping for pivot
08:48
107 - 106Import animations
03:06
108 - 107Rotate root bone
02:23
109 - 108Update root yaw offset
02:05
110 - 109Make character mesh to stay at the same angle
05:06
111 - 110Root yaw offset mode
03:47
112 - 111Debug root yaw offset
03:01
113 - 112SetUp accumulate Mode
06:24
114 - 113Setup BelndOut mode
03:21
115 - 114Interp root yaw offset to zero
05:12
116 - 115Velocity locomotion angle with offset
03:27
117 - 116Turn in place animation Explained
02:49
118 - 117How to extract Root motion Z
07:30
119 - 118Extract Root motion Z for all turn animations
11:46
120 - 119Is turning curve
06:15
121 - 120 Create Is turning curve for all turning animations
08:01
122 - 121Turn In Place States
04:57
123 - 122Turn in place entry state rule
04:02
124 - 123Should turn Left variable
04:38
125 - 124Setup Turn in place Entry
03:20
126 - 125Select animations for turning
08:11
127 - 126Play turn in place animation
08:16
128 - 127Turn in place recovery rule
02:14
129 - 128Turn in place recovery animation
03:44
130 - 129Proccess turn yaw curve
04:05
131 - 130Turn character mesh with curves
08:03
132 - 131Go back to Idle rule
04:00
133 - 132Import animations
03:21
134 - 133Crouch gate
06:36
135 - 134Crouch state changed
05:37
136 - 135Go to crouch pose
04:21
137 - 136Stance transition state
04:59
138 - 137Stance transition rules
05:10
139 - 138Crouch start logic
04:29
140 - 139Crouch start animations
06:32
141 - 140Crouch cycle
05:35
142 - 141Crouch cycle rule
02:29
143 - 142Crouch Stop logic
01:51
144 - 143Crouch stop animations
03:48
145 - 144Fix Crouch start forward animation
03:30
146 - 145Crouch pivot logic
04:36
147 - 146Crouch pivot animations
03:29
148 - 147Crouch turn logic
04:24
149 - 148Extarct root bone curve
04:35
150 - 149Is trun curve
03:49
151 - 150Crouch turn in place animations
02:30
152 - 151Fix 180 turn
02:12
153 - 152Import Animations
01:53
154 - 153Input mapping for jumping
03:10
155 - 154Jump logic explained
03:50
156 - 155Jump selector
07:10
157 - 156Is jumping
04:07
158 - 157Is Falling
02:21
159 - 158Jump start loop
03:36
160 - 159Time to jump apex
04:36
161 - 160Jump Layers
02:03
162 - 161Jump for other weapons
05:27
163 - 162Jump fall loop
04:50
164 - 163Fall land layer
03:54
165 - 164Distance to ground calculation
04:58
166 - 165Pass ground distance to animation blueprint
03:17
167 - 166Fall loop to fall land rule
01:45
168 - 167Distance macth to target for jump fall land
02:35
169 - 168Distance curve for jump land
05:26
170 - 169End in air conduit
06:23
171 - 170Prepare additive animations for recovery
02:25
172 - 171Jump interups
03:33
173 - 172Jump Fall Land recovery apply additive Layer
02:58
174 - 173Recovery state machine
05:26
175 - 174Recovery additive state
04:00
176 - 175Time falling calculation
06:07
177 - 176Fix time falling
04:21
178 - 177why we want to use sync groups
04:22
179 - 178How sync froup works
07:05
180 - 179Sync markers
05:17
181 - 180Sync animations together
04:18
182 - 181Blend options
03:13
183 - 182Import animations
03:48
184 - 183Set additive options for unarmed Aim offset animations
04:00
185 - 184Prepare the rest of animations
01:56
186 - 185Unarm aim offset setup
06:12
187 - 186Aim offset for rifle and pistol
05:35
188 - 187Aim offset layer
04:35
189 - 188Set aim offsets for blend spaces
05:18
190 - 189get Aim pitch
03:11
191 - 190Import weapons
06:35
192 - 191unequiped place for guns
04:46
193 - 192Equiped socket
04:13
194 - 193Add guns to character class
04:48
195 - 194Equipe gun logic
08:08
196 - 195hand ik retargetting
07:13
197 - 196Two bone ik
06:27
198 - 197Virtual bones
05:04
199 - 198Foot placement
07:05
200 - 199Disbale foot placement when jumping
01:50
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