In today's episode of the Advanced Locomotion series, we will cover several interesting topics. First, we will discuss "turn-in-place" and implement it together. Then, we will move on to implementing sprinting using chorded actions, and I'll also demonstrate how to create custom triggers in C++. In the last episode, we discussed what chorded actions are, and today we'll use them for sprinting. Finally, we will explore foot IK using Control Rig.
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● IK Rig Documentation Page: https://dev.epicgames.com/documentati...
● IK Solvers Documentation Page: https://dev.epicgames.com/documentati...
● Inverse Kinematics (IK) Wikipedia Page: https://en.wikipedia.org/wiki/Inverse...
● Weapons Equipment System using IK Tutorial: • Weapons Equipment System using IK | Unity ...
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Time Stamps:
0:00 Intro
0:52 Turn-in place: How to?
5:25 Turn-in place: Root Bone Yaw Rotation
8:09 Delta Rotation Vs Current Frame Rotation
9:37 Rotate Root Bone Node
11:12 Turn-in Place Animations
17:56 Animation Curves
22:20 Turn-in Place: Final Implementation
31:58 Sprinting: Introduction
32:43 Custom Triggers in C plus plus
38:22 Sprinting: Implementation
42:55 Foot IK: Introduction
44:20 Brief Introduction to Different IK Topics
50:12 IK Rig Asset
56:35 Control Rig Class
58:41 Foot Placement Logic
01:15:06 Final Result
#unrealengine #ue5 #locomotion
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