Welcome to Our Community

VPN / PROXY is NOT allowed! Hello and welcome to UDevStudio.com your #1 source for developer tools and gaming assets. Please take the opportunity to read the Rules and FAQ forum to learn more about this site.

Security Update

  • NO VPN ACCESS, YOU WILL BE BANNED!
    Security for ALL users has been increased. You will be required to turn off all VPN/PROXY software before visiting this site. Any use of VPN proxy will lead directly to a BAN from the forums.

    Registration is open, for closed gates access info, please visit: REGISTRATION INFO
  • Exciting News! 🎉 Starting today, we're thrilled to announce the launch of our newest section: the 'Shards Market.' 🚀 Here, you'll find a marketplace where you can anonymously sell or purchase assets using SHARDS. What makes it truly special? It empowers everyone to trade for real money and get back a portion of that hard-earned cash you spent on buying assets! 💰 Discover more about this groundbreaking feature by visiting our Shards Market Rules page. Don't miss out—dive in now! 🌟

[Unreal] - What is the 'best' locomotion system for using/integrating right now?

nirurin

Trusted
Apprentice
LV
4
 
Feb 2, 2023
26
403
Awards
5
Scrip
5,033
Shards
0
Gemstone
0
So I've seen that there's a bunch out there... TNT, VMM, UWM, ALS, ALC...

TNT seems to include a lot of interesting features, though I'm not sure how easy it is to implement.

All the rest seem to have a pretty similar feature set to each other, but they all implement in slightly different ways.

Has anyone actually tested a bunch of them and come to any conclusions? Such as "this one is the easiest to implement" (which for me is probably the most important factor haha).

I'm currently messing around with the Lyra project, picking and choosing handy components. Would be nice to add some of the advanced motion features/animations to it.
 
  • Like
Reactions: chromatic

Tea_Addict

Power User
Trusted
Apprentice
LV
0
 
Aug 18, 2022
106
53
Allah_Akbar
Scrip
12,002
Shards
0
Gemstone
0
none of them are using real root motion data except for VMM but it is bugged and bogged to bother working with

(no root motion system = mobile looking game becomes really apparent with AI) sure ALS looks good from a distance but have fun integrating it into a real project with custom skeletons, there is a reason creator made it free and has 0 documentation and tutorials (its the best solution for mobile type games)

the best one I have worked with is Kai Locomotion System, it looks great on character players but looks real basic on the AI

AI needs to have their own type of locomotion system that understands what root motion animation to use based on the path length / corners / turns and speed, (pretty sure GTA is using something like this) which is a real pain in the balls so better to write something that just displaces IK bones based on ratios of speed working in conjunction with where the foot step might land... still a pain in the balls but with such system it is possible to use ZERO animations for movement meaning OPTIMIZATION + Adaptive locomotion system that can have layering for profiling
 
  • Like
Reactions: Methuselas

Methuselas

Patron
Trusted
Apprentice
GB Bronator
LV
7
 
May 30, 2023
51
1,178
Awards
6
Mos Eisley Cantina, Outer Rims, Tattooine
Scrip
3,393
Shards
0
Gemstone
0
none of them are using real root motion data except for VMM but it is bugged and bogged to bother working with

(no root motion system = mobile looking game becomes really apparent with AI) sure ALS looks good from a distance but have fun integrating it into a real project with custom skeletons, there is a reason creator made it free and has 0 documentation and tutorials (its the best solution for mobile type games)

the best one I have worked with is Kai Locomotion System, it looks great on character players but looks real basic on the AI

AI needs to have their own type of locomotion system that understands what root motion animation to use based on the path length / corners / turns and speed, (pretty sure GTA is using something like this) which is a real pain in the balls so better to write something that just displaces IK bones based on ratios of speed working in conjunction with where the foot step might land... still a pain in the balls but with such system it is possible to use ZERO animations for movement meaning OPTIMIZATION + Adaptive locomotion system that can have layering for profiling
Appreciate the review. Kiddo's game classes have only started, but when he completes them all, he'll spend his entire senior year working on his portfolio demo. I want him to be used to integrating assets by other developers to speed up pipelines and locomotion systems is something better handled by someone who was focused solely on the locomotion systems development, instead of stats, abilities, quests, balance, etc. I'll be sure to check this Kai Locomotion System.
 

ownsky

Apprentice
LV
1
 
Aug 20, 2022
19
83
Awards
2
Scrip
2,525
Shards
0
Gemstone
0
I worked some time with MoveIt! and it's robust, lightweight and easy to implement in any project. It features some neat AnimGraph nodes like procedural strafe/turn in place so you don't need tons of custom animations.
If you don't care so much about the animation system / you want to make a competitive multiplayer game / want to get rid of the character class + movement component trash setup, Advanced Movement Component is probably the way to go.
 
Last edited:

About Us

UDevStudio started as a simple response to all the other sites not caring about their community. We endeavor to build a prosperous forum for all to enjoy. We welcome all suggestions and forums to meet your needs.

Our Mission

UDevStudio dedicates itself to providing you the best resources for your development projects. We strive to offer you the tools and space to speak your mind and discuss topics with your peers that will help you succeed in your endeavors.
Top