The Natural Motion Systems now divided into several parts. This is Locomotion System.
All other systems will be separated from this logic, work independently and you can decide what system you need.
The price has been updated.
ROADMAP | DEMO |
Update Natural Motion V2.0
Main Features:
- Input System V2.0 - individual for movement type. Movement Direction Calculation.
- Added New State - Crawl, Crawl Rotation calculation, Collision Detect Trace Start/End on Crawl End or Stop Movement When Ground is Not Detected, Move Actor Backward when head collided, Crawl Movement Axis Scale, Wall Detection, Dynamical Update Capsule Size and Mesh Relative Position(Two types of Mulplayer Mesh Relative Location), Make Crawl Rotation based on the rotation from input axis.
- Added Rifle Overlay Motion - Rifle Stand, Rifle Relaxed and Aim, Crouch Rifle overlay
- Balance - Now Activated and Replicated, Start Balance Movement, Center of Beam, Balance Straight Movement, Overlay-based Animations, Automatic Balance start and end when collision is detected, Balance Overlay Animation Changed, Input Control(can't move Right/Left)
- Foot IK Fix - Now works fine, Foot IK is disabled while Crawl
- Swimming - Should Swim function, Generation and Integration into existing water systems via Detect Water Volume function, Aim-offset animation system to prevent using a lot of animations, Idle states, Dive and Up movement, Relative Z-Offsets, Separate component to use, Wave Buoyance, Now Uses different animation on each Rotation Mode, Adapt Mesh To Capsule (Second solution of Set Mesh Relative location), Custom Water Volume
- Mantle And Vault - Different Height, Depth, Distance Int Values for each Data Asset, Data-driven Animation Sets, Automatic Endless Motion Warping Targets, Motion Warping Setup, On Montage Blend Out Finish, Auto Triggers, Low and High Vault, Low and High Climb, Possibiltiy to add Wall Run, Slide, Wide Vault, 3 types of Vault Animations, Traversal States, Data Asset for Each Traversal Type, Enable/Disable animations, Montages Array and Randomization.
- Added Animation Modifiers
Several Hotfixes are coming instead of Major Updates. Need to polish current things before making new ones. The animations are still not as good as I planned, I'll work on it
Main Features:
- Supports any type of Characters - Unreal Engine 4 and Unreal Engine 5, MetaHumans.
- Fully-Dynamic Advanced Movement - Jump Start, Updates and End, Distance Calcuation based Animation System, BlendSpace Jumps with different Speed, Distance, Up-Down Hops and Forward-Back Long Jumps, Find Gaps on Floor and Advance Self-Balancing, Curve-based movement update and Transform Interpolation, Component and Event-Driven, Jump Projection and Map Distances, Data-Driven Animation Library of Jumps and Modular Settings
Balance(Currently Disabled, not stable) - Start Balance Movement, Center of Beam, Balance Straight Movement, Overlay-based Animations, Automatic Balance start and end when collision is detected- Powerful and Flexible fully Data-Driven Locomotion system with componential logic with Smart Approach to Locomotion blending, robust layering system without complex pack of animations - Sprint impulse, Land Prediction, Additive Leaning, Turn/Rotate in Place, Distance Matching, Orientation Warping(for strafe movement), Stride Warping, Slope Warping, Motion Warping, Overlay States, High-fidelity speed profiles, Foot Locking and Foot Planting, Foot IK, Dynamic Stop Transitions, Additive Stop Transition, Dynamic Stance Transition and seamlessly Velocity Blend, Stop Sequences Data approach, Pivot Movement 8 directions, Hip Movement, Fall Land, Land additives, Fall Land Movement, Feet Start calculation, Jump Foot corection and landing, Runtime Character Data Change logic, UE4 and UE5 support, Aim Offsets and Sweep, Age Morph and Adaptive Terrain Motion, Door IK and Door Effector, IK Traces for the Hand Movement, Strafe Forward Starts with all directions and movement profiles, Idle Breaks and Custom Untill Next Break time, Rotation Modes, Curve-based modifications, Easy to create new Movement Types(Overlay States, Movement Stances), Hard Rotation sprint 180 degrees rotation, Soft Rotation, Different States like Crouch, Infinite numbers of Movement Models like Quality, Realistic or any other based on Ground Friction, Map Values of Speed, Acceleration for each type of movement, rotation mode, Thread-Safe Animation Blueprint.
- Camera-Lite System - data-driven Camera System using an custom skeleton and animation blueprint to control movement by state machines and curve values, for camera behavior control.
Natural Motion uses built-in plugins such as:
- Advanced Animation Library
- Animation Warping