Feasible, but you'd need to rely on inertial / dead blending which will limit quality. Inertial blends won't look great when blending from a cycle to a cycle with a duration longer than like .2s. I'm actually taking a look at doing it myself, but I know blends will be a challenge.
13.07.2025 11:14 — 👍 1 🔁 0 💬 0 📌 0
Wait, you were an animator on Kelly Slater Pro Surfer? That was a gem, I spent many childhood hours hitting windsurfers and jumping piers.
05.05.2025 20:48 — 👍 2 🔁 0 💬 1 📌 0
On a positive note, the animations themselves are great, performance is solid, and aside from the general jank I haven't noticed many bugs. Seems studios are more willing to keep things in the oven longer and that's a good thing.
26.03.2025 17:52 — 👍 1 🔁 0 💬 0 📌 0
And is it just me or is the super detailed environment impacting readability? Nothing stands out and my eyes don't know what to focus on. Obviously not exclusive to this AC but I'm noticing it more with how dense and detailed it is.
26.03.2025 17:52 — 👍 1 🔁 0 💬 1 📌 0
Yeah man I'm trying to get into it but I can't get past that stuff. And given that the 3C quality in Ghost of Tsushima was super consistent, and everything was more fluid and controllable, I cant help but compare.
Also I hate how you can't turn off all the glowing highlights! Takes away from anim.
26.03.2025 17:52 — 👍 0 🔁 0 💬 1 📌 0
Also I miss having more discreet control over the gaits. A lot of the loco intensity is gone now that you accelerate and decelerate slowly through a blendspace. Even with a sprint button, there's no cool "run to sprint" transition.
Ah well, rant over...just had to get that out of my system :D
21.03.2025 22:21 — 👍 2 🔁 0 💬 2 📌 0
And this overcomplicated sticky auto-traversal has been really ruining things for me since origins. I feel so disconnected with the characters actions, and things rarely trigger how or when I want them to. No one party's fault, I know how the sausage gets made...but still...
21.03.2025 22:14 — 👍 1 🔁 0 💬 1 📌 0
There have definitely been some improvements, but there's such an inconsistent level of quality across all the 3Cs. Sometimes things feel great, oftentimes its jank. Great example is the 180 start on the "grab enemy" loco set. Super cool and smooth when it plays, but barely plays.
21.03.2025 22:14 — 👍 1 🔁 0 💬 1 📌 0
Interesting, has not been my experience so far, but perhaps I'm too fixated on the things I wish were done better to appreciate the rest.
21.03.2025 20:57 — 👍 1 🔁 0 💬 1 📌 0
Ha same!
19.02.2025 04:08 — 👍 2 🔁 0 💬 0 📌 0
I want to say that the mantling in GASP can all be remade in 4.26 minus the MM transitions, but at this pace you wouldn't need them.
19.01.2025 00:11 — 👍 1 🔁 0 💬 1 📌 0
I have so many mixed feelings seeing our sample content used in videos like this.
I guess its inevitable...
15.01.2025 21:52 — 👍 1 🔁 0 💬 0 📌 0
They're doing well ;)
13.12.2024 23:07 — 👍 1 🔁 0 💬 0 📌 0
Indiana Jones & The Great Circle has pleasantly surprised me! Was hesitant about the first person but I think it works really well.
Love the brawling mechanics, been missing stuff like this in games. More punching & grappling, less shooting please!
11.12.2024 16:29 — 👍 2 🔁 0 💬 0 📌 0
We gotta combine this with the Game Anim Sample...
30.11.2024 02:57 — 👍 1 🔁 0 💬 1 📌 0
Used to. My crappy animations can be found in UE projects far and wide, not proud of them...But now I mainly handle the logic that plays animations and blends things together during gameplay...so your call!
21.11.2024 02:53 — 👍 0 🔁 0 💬 0 📌 0
Do technical designers in animation count? or animation technical designers, or animation systems designers, or whatever the heck I am...
20.11.2024 20:09 — 👍 0 🔁 0 💬 1 📌 0
Nice! Has a long way to go still.
19.11.2024 23:16 — 👍 1 🔁 0 💬 0 📌 0
I didn't even know there was an AnimNext plugin that went out. If so, definitely not. There's a lot of UX and workflow improvements that still need to happen.
15.11.2024 16:51 — 👍 1 🔁 0 💬 1 📌 0
Yes! One of the reasons for experimenting with a workflow that combined State machines, blend stack, MM, and choosers, was in order for us inform future tool development.
14.11.2024 20:05 — 👍 1 🔁 0 💬 1 📌 0
x.com
For a fairly detailed breakdown of the state machine setup, check out this thread (if you dare to go back)
x.com/clongmire42/...
14.11.2024 18:54 — 👍 3 🔁 0 💬 2 📌 0
Main updates include:
- Sprint & Crouch
- Expanded Traversal
- Networked Multiplayer
- New Gameplay Camera (in Beta)
- Performance improvements
And a personal favorite:
- A state machine setup that matches MM in quality but with more control and less than half the animations!
14.11.2024 18:54 — 👍 5 🔁 0 💬 2 📌 0
Game Animation Sample
This project showcases fully functional animation systems that are commonly needed in games. It is built using current best practices and can be used for learning or to help you kickstart your own cre...
Do you like Gameplay Animation and want to learn more about how it works? Well we just released an update to our Game Animation Sample project for #UE5 .5!
Get it here - fab.com/s/46a85e1ef0c5
P.S. You may have to remove local content in the EGL library in order to get the 5.5 version.
14.11.2024 18:54 — 👍 25 🔁 4 💬 1 📌 0
If you're excited to move away from ALS (as we all should be), but you aren't comfortable with a data heavy fully motion matched setup, then I might have just the thing for you in our 5.5 sample update.
...though there are still some hacks, that's just what anim in UE requires for now.
24.09.2024 17:00 — 👍 1 🔁 0 💬 1 📌 0
100%. We ALL cant wait to start using it.
24.09.2024 16:20 — 👍 2 🔁 0 💬 1 📌 0
I love that interacting with things is much more than a button press, goes to show that common mechanics that are usually mundane can be made interesting...and if there are vehicles in the future, it'd be great to see some cool "start up" button sequences!
25.02.2024 04:12 — 👍 0 🔁 0 💬 0 📌 0
Not sure if that's ever explained in game....the fast travel vs grav jump mechanics and knowing which is which and when via the menus is all kinda clunky. You can fast travel between star systems if you aren't in your ship. But if you are in your ship, it makes you jump...which is slower...
12.09.2023 14:14 — 👍 0 🔁 0 💬 1 📌 0
I did. Its a little confusing, you can't fast travel during combat but you can grav-jump, which means you have to set your destination as a new star system, not a different planet. Then you have to make sure your grav drive has power so it can complete the jump.
12.09.2023 14:08 — 👍 0 🔁 0 💬 1 📌 0
Principal Gameplay Animator @ Ninja Theory
Animator, GameDev, Director, Station Wagon influencer.
Previously Anim Director on State of Decay 3 and Perfect Dark, now dabbling in indie dev.
Animated on Battlefield 3/4/1/V, Alan Wake, Killzone 2, Treyarch's Spider-Man games and more.
Videogame Developer (C++, Unreal Engine, Unity). Former Sega. Making Kingmakers videogame with tinyBuild. Also made Road Redemption.
https://store.steampowered.com/app/2109770/Kingmakers/
(Former) Senior Technical Animator @ Ubisoft SF
Gameplay Animation Systems
Video game industry veteran and stuff. Gotham Knights, Hitman 2, Sot Tomb Raider, Splinter Cell ConViction and Double Agent, Deus Ex Mankind Divided and Human Revolution, etc. She/Her.🌈
Animation Director at GOALS
Previously, Gameplay Animation things at EA and Ubisoft
Technical Animator @EpicGames. Previously Product and Tech Art Director @PhoenixLabs. Dad, All Around Game Developer, Always Learning. Go Seattle Sounders!
🎥 Animation Director 🎨
🎬 Games, TV and Film 🎮
🤖 #MassEffect #Anthem #DragonAge 🔥
Future Class 2021 #TheGameAwards, Gameplay Animator at That's No Moon, Prev: Santa Monica Studio #GodOfWarRagnarok, she/her
Director of Gameplay Animation, Rockstar Games.
Principal Tech Animator @SonySantaMonica. Previously Motive (SW: Squadrons), Visceral (Star Wars), Ubi Montreal (Far Cry, WatchDogs), Bizarre Creations. He/Him.
Associate Art Director in R&D @ Riot Games.
Previously: animating on League of Legends & Heroes of the Storm | RAT stream leader, Tea Time Animation co-founder, and yoyo aficionado. #DLCbookclub #gamedev
Personal Account.
Studio Animation Director @ Guerrilla
Horizon Zero Dawn, Horizon Forbidden West, Killzone
Studio Animation Director | Personal account. All opinions my own 😊
Star Wars Outlaws, The Division 2, The Division 1, Far Cry Primal, Far Cry 4, and more.
Award-winning game developer. Animated Mass Effect, Assassin's Creed, Uncharted, The Last of Us series and more. Wrote GAME ANIM: Video Game Animation Explained. Shipped Apple Vision Pro.
gameanim.com
VP of Animation at Rockstar Games
Previously: Sony, Ubisoft, BioWare, Neversoft, Infogrames/Ocean
Views are my own
Sr. Gameplay Animator, Long Beach, CA
Previously at: Undead Labs, The Initiative, Amazon Games, Crystal Dynamics, Sledgehammer Games, Bungie, 343 Industries.
Also part-time stock trader 📈 and headphone enthusiast🎧
Opinions are my own.
Professional animator, creator of New Frame Plus, PlayFrame and Extra Credits