Caleb Longmire
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clongmire42.bsky.social
Caleb Longmire
@clongmire42.bsky.social
|| ✝️ || Sr. Technical Designer in Animation @EpicGames on #UE5 & Game Animation Sample || Big fan of clouds || "There's gotta be a better way"
Feasible, but you'd need to rely on inertial / dead blending which will limit quality. Inertial blends won't look great when blending from a cycle to a cycle with a duration longer than like .2s. I'm actually taking a look at doing it myself, but I know blends will be a challenge.
July 13, 2025 at 11:14 AM
Wait, you were an animator on Kelly Slater Pro Surfer? That was a gem, I spent many childhood hours hitting windsurfers and jumping piers.
May 5, 2025 at 8:48 PM
On a positive note, the animations themselves are great, performance is solid, and aside from the general jank I haven't noticed many bugs. Seems studios are more willing to keep things in the oven longer and that's a good thing.
March 26, 2025 at 5:52 PM
And is it just me or is the super detailed environment impacting readability? Nothing stands out and my eyes don't know what to focus on. Obviously not exclusive to this AC but I'm noticing it more with how dense and detailed it is.
March 26, 2025 at 5:52 PM
Yeah man I'm trying to get into it but I can't get past that stuff. And given that the 3C quality in Ghost of Tsushima was super consistent, and everything was more fluid and controllable, I cant help but compare.

Also I hate how you can't turn off all the glowing highlights! Takes away from anim.
March 26, 2025 at 5:52 PM
Also I miss having more discreet control over the gaits. A lot of the loco intensity is gone now that you accelerate and decelerate slowly through a blendspace. Even with a sprint button, there's no cool "run to sprint" transition.

Ah well, rant over...just had to get that out of my system :D
March 21, 2025 at 10:21 PM
And this overcomplicated sticky auto-traversal has been really ruining things for me since origins. I feel so disconnected with the characters actions, and things rarely trigger how or when I want them to. No one party's fault, I know how the sausage gets made...but still...
March 21, 2025 at 10:14 PM
There have definitely been some improvements, but there's such an inconsistent level of quality across all the 3Cs. Sometimes things feel great, oftentimes its jank. Great example is the 180 start on the "grab enemy" loco set. Super cool and smooth when it plays, but barely plays.
March 21, 2025 at 10:14 PM
Interesting, has not been my experience so far, but perhaps I'm too fixated on the things I wish were done better to appreciate the rest.
March 21, 2025 at 8:57 PM
Ha same!
February 19, 2025 at 4:08 AM
I want to say that the mantling in GASP can all be remade in 4.26 minus the MM transitions, but at this pace you wouldn't need them.
January 19, 2025 at 12:11 AM
I have so many mixed feelings seeing our sample content used in videos like this.

I guess its inevitable...
January 15, 2025 at 9:52 PM
They're doing well ;)
December 13, 2024 at 11:07 PM
We gotta combine this with the Game Anim Sample...
November 30, 2024 at 2:57 AM
Used to. My crappy animations can be found in UE projects far and wide, not proud of them...But now I mainly handle the logic that plays animations and blends things together during gameplay...so your call!
November 21, 2024 at 2:53 AM
Do technical designers in animation count? or animation technical designers, or animation systems designers, or whatever the heck I am...
November 20, 2024 at 8:19 PM
Nice! Has a long way to go still.
November 19, 2024 at 11:17 PM
I didn't even know there was an AnimNext plugin that went out. If so, definitely not. There's a lot of UX and workflow improvements that still need to happen.
November 15, 2024 at 4:51 PM
Yes! One of the reasons for experimenting with a workflow that combined State machines, blend stack, MM, and choosers, was in order for us inform future tool development.
November 14, 2024 at 8:05 PM
For a fairly detailed breakdown of the state machine setup, check out this thread (if you dare to go back)

x.com/clongmire42/...
x.com
x.com
November 14, 2024 at 6:54 PM
Main updates include:

- Sprint & Crouch
- Expanded Traversal
- Networked Multiplayer
- New Gameplay Camera (in Beta)
- Performance improvements

And a personal favorite:

- A state machine setup that matches MM in quality but with more control and less than half the animations!
November 14, 2024 at 6:54 PM
If you're excited to move away from ALS (as we all should be), but you aren't comfortable with a data heavy fully motion matched setup, then I might have just the thing for you in our 5.5 sample update.

...though there are still some hacks, that's just what anim in UE requires for now.
September 24, 2024 at 5:00 PM
100%. We ALL cant wait to start using it.
September 24, 2024 at 4:20 PM