EnviroSense: Immersive Hand IK 5.5

EnviroSense: Immersive Hand IK 5.5

Description

EnviroSense: Immersive Hand IK was created as a modular asset that could be added to a humanoid character that would provide the ability to interact with the gameplay environment in a more dynamic and immersive manner. Whilst procedural world interaction is the aim, the same system can be used to provide simple interactions with various gameplay objects, e.g. switches, levers and keypads, in the absence of dedicated animations.
EnviroSense is not a replacement for an animation driven IK enhanced specific action dedicated interaction system but provides an accessible multipurpose modular solution to procedural and targeted sensing of the gameplay environmental objects delivered through procedural IK and hand animations.
Hand placement can be fully procedural or driven by particular targets that can be controlled by end-user code. Object sensing is highly customizable: IK engagement times; hand specificity; single or both hands; position and rotational offsets; selected hand animations (samples included); smoothing of movements; hand movement types; and variable chance of interaction to reduce predictability)
v1.1 brings replication to the asset for multiplayer use.
v1.2 brought object caching to allow smooth recommencement of sensing when previously disallowed.
v1.3 brought an optional to make interactables conditional.
v1.4-5 minor bug fixes and quality of life updates.
v1.6 ‘Experimental’ Freebies: Procedural Shoulder Control and Animation blending of IK transitions.
Basic importation of and functionality of EnviroSense into Advanced Locomotion System V4 (ALSv4) and Advanced locomotion Component v2.3 has been confirmed.
A demo Map with demo objects and interactable objects is included for illustration purposes.
Despite the important warning below, come in to discord to discuss any concerns as I have a free procedural shoulder animation addon and alternate approaches to twist bone control to make the asset more accessible to those with suitable skeletal meshes.
****IMPORTANT**** The IK makes use of animation blueprint post-processing and twist bones. This is dependent on the quality of the character model used and cannot be corrected by the asset. Most typically, the absence of good twist bone weighting will result in twisting of the mesh, particularly at the wrist (see extreme example in the documentation). ****IMPORTANT****

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