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所在平台: Udemy |
课程主页: https://www.udemy.com/course/unreal-engine-5-cpp-climbing-system/
课程评论:没有评论
**课程名称:** Unreal Engine 5 C++: 攀爬系统 **课程概述:** 本课程将带你从零开始构建一个功能强大的攀爬系统,深入学习如何处理攀爬物理、创建攀爬移动、在垂直和水平表面进行攀爬、使用 Control Rig 实现手脚 IK 动画、设计翻越和跳跃机制,以及实现一系列其他令人兴奋的功能,以提供逼真的攀爬体验。 **课程内容:** **第一部分:攀爬物理与移动基础** * **增强输入与自定义移动组件:** 学习如何处理角色移动,并使用自定义移动组件来实现基本的攀爬逻辑。 * **表面检测与物理计算:** 使用各种 Trace 方法获取攀爬表面的信息,并实现自定义移动模式下的角色移动物理。 * **攀爬速度与旋转计算:** 处理攀爬表面的信息,并计算角色攀爬时的速度和旋转。 **第二部分:攀爬动作与动画** * **完整的攀爬动作实现:** 实现上爬、下爬、左右攀爬、以及爬上爬下边缘等动作,并处理进入和退出攀爬状态的逻辑。 * **C++ 动画实例与动画蓝图重构:** 创建 C++ 动画实例类,并重构现有的动画蓝图。 * **Mixamo 动画管线与 Retargeting:** 学习 Mixamo 动画管线,以及如何使用 Mixamo Converter 进行动画 Retargeting。 * **攀爬移动算法:** 创建自定义算法来检测角色是否到达地面或边缘。 **第三部分:高级功能实现** * **手脚 IK 与 Control Rig:** 构建 Control Rig 以实现手脚 IK,解决攀爬时的姿势问题,并动态调整手脚位置。 * **动态 IK 追踪:** 在 Control Rig 中实现实用的攀爬 IK 追踪函数。 * **翻越与跳跃机制:** 利用 Motion Warping 和增强输入系统来实现翻越和跳跃等功能。 * **翻越表面检测与目标点设置:** 创建算法检测可翻越表面,并在运行时动态设置翻越目标点。 * **双键攀爬动作:** 利用增强输入系统实现仅在攀爬状态下触发的双键动作。
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 second section, we're going to 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 rebuilding 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.