使用C++在虚幻引擎5中通过运动组件&控制索具&运动扭曲建立一个攀爬系统,欢迎来到虚幻引擎5 C++攀爬系统,在本课程中,您将学习如何完全从零开始构建一个强大的攀爬系统,并深入了解如何处理攀爬物理,创建攀爬运动,使用控制钻机爬上爬下壁架,手和腿IK,跳马力学,跳跃能力和一系列其他令人兴奋的功能,以获得强大的攀爬体验。Unreal Engine 5 C++: Climbing System

在第一部分中,我们将研究如何处理我们的攀爬运动,并从一个新的增强输入开始,该输入带有一个定制的运动组件来处理基本的攀爬逻辑。然后,我们将讨论如何使用不同的轨迹来获得我们需要的所有可攀爬表面信息,并处理所有需要的物理代码,以便我们以自定义的移动模式移动我们的角色。一旦我们有了一个可行的物理模型,我们将处理所有可攀爬的表面信息,并计算攀爬的速度和旋转。

在第二部分中,我们将负责向上爬,向下爬,向左爬,向右爬,爬上壁架,爬下壁架,进入和退出爬升状态。我们将从C++中的charcter anim实例类开始,重新构建我们现有的动画蓝图。然后,我们将通过mixamo动画管道,看看我们如何利用mixamo转换器重定向动画。接下来,我们将处理攀爬运动,并创建我们自己的算法来检查我们是否已经到达地板或壁架。在第三部分中,我们将为我们的手和腿IK建立一个控制装备,以解决我们爬山时的位置问题,我们将深入研究运动扭曲和增强的输入系统,以实现像跳跃和跳跃这样的功能。我们将从我们的控制装备中的一个方便的攀爬IK跟踪功能开始,并根据表面动态调整我们的手和脚的位置。然后,我们将进入运动扭曲,并创建更多的算法来检查哪个曲面是值得的,并在运行时动态设置我们的目标点。在我们有了全功能的跳马机制后,我们将深入研究增强型输入系统,看看我们如何使用它来创建一个只有在攀爬时才会触发的两个关键动作。

由Vince Petrelli创作
MP4 |视频:h264,1280×720 |语言:英语+中英文字幕(云桥网络机译)|时长:57节课(6小时58分钟)|大小:10 GB


你会学到什么
使用自定义角色移动组件来扩展移动逻辑
学习各种重要的数学概念,如用于爬山计算的点积/叉积
使用“控制装配”将根部运动添加到mixamo动画中
使用“控制装配”调整mixamo动画
理解动画蓝图背后的动画逻辑
利用手和脚IK的控制装备
利用运动扭曲实现高级角色运动
为壁架和地板检测创建自定义算法
用干净和可扩展的代码构建一个健壮的攀爬系统
为不同的爬升条件检查创建自定义算法

要求
需要在虚幻引擎中使用C++的经验

这门课程是给谁的
想要创建攀爬系统的学习者
想要理解向量数学的学习者
想要使用动画控制装备的学员
希望编写干净、可扩展的代码的学习者


Build a climbing system through Movement Component && Control Rig && Motion Warping in Unreal Engine 5 using C++

What you’ll learn
Use custom character movement component to extend the movement logic
Learn all sorts of important math concepts like dot product/cross product for climbing calculation
Use control rig to add root motion to mixamo animation
Use control rig to adjust mixamo animation
Understand the animation logic behind animation blueprint
Utilize control rig for hand and feet IK
Make use of motion warping for advanced character movement
Create custom algorithms for ledge and floor detection
Build a robust climbing system with clean and extendable code
Create custom algorithms for different climbing condition check

Requirements
Experience with C++ in Unreal Engine is required

Description
Welcome to Unreal Engine 5 C++ Climbing System, in this course, you’ll learn how to build a robust climbing system completely from scratch with a deep understanding of how to handle the climb physics, create climb locomotion, climb up and down the ledge, hand and leg IK using control rig, vaulting mechanics, hopping capabilities and a range of other exciting features for a robust climbing experience.In the first section, we’ll look into how we can handle the movement for our climbing , and start with a new enhanced input with a custom movement component to handle the basic climbing logic. Then we’ll go over how to use different traces to get hold of all the climbable surface info we need, and handle all the physics code needed in order for us to move our character in a custom movement mode. Once we have a working physics, we’re gonna process all the climbable surface info and calculate the velocity and rotation for our climbing. In the second section, we’re gonna take care of climbing up, climbing down, climbing to the left, climbing to the right, climb up the ledge, climb down the ledge, enter and exit the climb state. We’ll begin with a charcter anim instance class in C++ and rebuiding our existing animation blueprint. Then we’ll go through the mixamo animation pipeline and look at how we can make use of mixamo converter to retarget animation. Next, we’ll handle the climb locomotion and create our own algorithms to check if we have reached the floor or the ledge. In the third section, we’ll build a control rig for our hand and leg IK to fix the placement issue when we are climbing, and we’ll dive into motion warping and enhanced input system to implement features like vaulting and hopping. We’ll start with a handy climb IK trace function in our control rig, and dynamically adjust the position of our hands and feet based on the surface. Then we’ll go into motion warping and create more algorithms to check which surface is vaultable, and dynamically set our target point during runtime. After we have fully functional vaulting mechanics, we’ll dive deep into enhanced input system and look at how we can use it to create a two key action that only be triggered during climbing.

Who this course is for
Learners who want to create climbing system
Learners who want to understand vector math
Learners who want to use control rig for animations
Learners who want to write clean, extendable code

下载说明:用户需登录后获取相关资源
1、登录后,打赏30元成为VIP会员,全站资源免费获取!
2、资源默认为百度网盘链接,请用浏览器打开输入提取码不要有多余空格,如无法获取 请联系微信 yunqiaonet 补发。
3、分卷压缩包资源 需全部下载后解压第一个压缩包即可,下载过程不要强制中断 建议用winrar解压或360解压缩软件解压!
4、云桥网络平台所发布资源仅供用户自学自用,用户需以学习为目的,按需下载,严禁批量采集搬运共享资源等行为,望知悉!!!
5、云桥网络-CG数字艺术学习与资源分享平台,感谢您的关注与支持!