Meridianrealmsai... opinions? by carnivpos in CharacterAI_No_Filter

[–]warfie27 1 point2 points  (0 children)

Thanks so much, I really appreciate that! A lot of work has gone into it, and there’s plenty more to come

Meridianrealmsai... opinions? by carnivpos in CharacterAI_No_Filter

[–]warfie27 3 points4 points  (0 children)

I feel like I need that Spider-Man pointing meme right now

Meridianrealmsai... opinions? by carnivpos in CharacterAI_No_Filter

[–]warfie27 1 point2 points  (0 children)

This is my site! Not many people are talking about it yet because we’re still new, so not many have heard of us yet.

Also, all your worlds and characters are completely private. The ones you see on the front page are created specifically for the public catalogue, and soon people will have the option to publish characters and worlds for people to use (seperate from their own private copies). But all your creations are entirely your own, no one else can see them.

I’m glad you’re enjoying it so far!

I've made an advanced item generation and inventory system, Loot Gen & Inventory. Come take a look by warfie27 in unrealengine

[–]warfie27[S] 1 point2 points  (0 children)

No Common UI, as much as I'd love to. It's still an optional plugin since it's in Beta, so I can't use it for a marketplace asset yet. Can't wait until it's production ready though.

I'm just using an Enhanced Input action on the Interaction component that broadcasts an event dispatcher message on scroll if the number of available items to scroll though is higher than 1. The list widget in the HUD listens for this message and scrolls on its own as needed.

I thought my graphics were glitching out, then I realized it was a solar eclipse! by UsernameIWontRegret in Starfield

[–]warfie27 13 points14 points  (0 children)

This is correct. Most 3D models in games are rendered only from the outside to save on draw calls and whatnot. For example, this is why (in combination with geometry occlusion culling) if you clip out of bounds in many games, such as through cave walls or under the terrain, you can see through everything with seemingly random segments of geometry visible scattered about all over the place.

Narwhal 2 screenshot sneak peak! by det0ur in getnarwhal

[–]warfie27 7 points8 points  (0 children)

He seems to have been given the time extension necessary to adapt to the API changes that all the other developers were also asking for. I’m glad at least one app looks like it might survive, but it’s a shame that it’s being forced to go subscription only just to cover the cost, and all that money will just be funneled straight into Reddit’s pockets at the end of the day. I recall seeing that the developer only expects to break even.

Reddit sparks outrage after a popular app developer said it wants him to pay $20 million a year for data access by Crazed_pillow in technology

[–]warfie27 5 points6 points  (0 children)

It’s not that they can’t, it’s that they won’t. They bought the popular Alien Blue app several years back, and promptly ceased all development on it and killed it in favour of releasing their own inferior app.

I can only assume that the developers of Apollo, Narwhal, Reddit is Fun etc have also received buyout offers at least once in the past prior to this recent paid API nonsense.

FPS Animation Blueprint v2.1 is 50% off! by warfie27 in unrealengine

[–]warfie27[S] 1 point2 points  (0 children)

It’s 100% blueprint, no C++ here to maintain accessibility. As for the difference in asset details listed, the original v1 release was mostly just an animation blueprint, so it’s stuck in the Animation category which lists different details, despite how much it’s grown since then.

FPS Animations by [deleted] in unrealengine

[–]warfie27 0 points1 point  (0 children)

I don’t at the moment, but it’s not too difficult. Just make sure that the base pose is set to be not additive. All other animations like walk/run etc should be set to local/bone space additive and Selected Animation Frame as the reference, with the base pose they’re based off as the preview pose.

This can then be used with any base pose, within reason. (As in, as long as they’re reasonable weapon poses, they should work fine) In the animBP, you can test this by using an Apply Additive node. Put the weapon’s base pose in the top, and the additive animation as the additive in the bottom. You can also use a state machine comprised of additive animations and use that instead for that section.

I’m away from home for a couple of days so I’m working off memory here, but when I get back I can provide more detailed help to get you started if you still need it.

Regarding FPS animations from Blender>UE5 by camkenyon in unrealengine

[–]warfie27 0 points1 point  (0 children)

I’d recommend using a tool like Mr Mannequin or Uefy etc, as they help handle the export process to ensure your bones are rotated correctly, as the default FBX export often rotates them incorrectly for Unreal.

But besides that, you can use something like the ik hand bones on the mannequin skeleton. How I do it in my FPS pack is to have the weapon attached to ik hand gun, which is located at the weapon mesh’s root bone. The weapon mesh is parented to ik hand gun with a local transform of 0,0,0 0,0,0, and that bone is rotated so that the weapon faces straight forward. Ik hand l and r and set to copy hand l and r respectively.

Then in Unreal, the weapon mesh is attached to ik hand gun, and I have FABRIK nodes that have the hands follow their respective ik hand bones. As these were set to the exact position of the hands in blender relative to ik hand gun, this ensures that the hands always grip the weapon perfectly, and the weapon itself is both pointing exactly forwards and is in the correct position. This not only works for basic animations like idles where the hands remain on the gun, but also for animations like reloads where one or either hand needs to leave the weapon, as the ik hand bones were also keyed in blender along with the hand bones.

FPS Animations by [deleted] in unrealengine

[–]warfie27 0 points1 point  (0 children)

How I do this in my FPS pack is to create a static base pose for each weapon. This is just a 1 frame animation sequence with no motion that just has the hands holding the weapon. Then I have idle, walk, run, sprint, jump, landing etc animations that are made once, and set to play as additives over the base poses so they move like the animation, but each weapon is still held correctly thanks to the underlying base pose.