CoderNunk
CoderNunk
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Making a Bow and Arrow Attack in Godot (and Blender)
Ranged weapons like bows and arrows are a staple in many games. Here’s how you can make a bow and arrow system in your Godot game that works on any character and allows you to swap between bow models!
Written guide: codernunk.com/tutorials/bow-and-arrow-attack-animation/
Complete 3D Character Guide: th-cam.com/video/dd6G2S6MQ6U/w-d-xo.html
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🌐Written tutorials, news and more: codernunk.com
🎮Discord: discord.gg/7hbjuAeatM
🦋Bluesky: bsky.app/profile/codernunk.bsky.social
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Video Chapters:
Intro: 00:00
The Problem We’re Solving: 01:50
Making the Bow: 04:08
Rigging the Bow: 05:27
Creating the Arrow: 07:56
Bow Animation States: 09:33
Making the Character Animation: 12:29
Configuring the Bow in Godot: 16:06
Configuring the Character: 17:02
Coding the Logic: 18:56
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Other TH-cam videos referenced:
th-cam.com/video/qpzDPfCzB7g/w-d-xo.html
th-cam.com/video/gWBDOYYnu14/w-d-xo.html
th-cam.com/video/XYt08IPIW8M/w-d-xo.html
th-cam.com/video/ZVhFsR_TR7M/w-d-xo.html
#godot #godotengine #blender #gamedev #gamedevelopment #indiegamedev #gamedeveloper #indiedev
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ความคิดเห็น

  • @AngeloTommy-z4p
    @AngeloTommy-z4p 6 ชั่วโมงที่ผ่านมา

    High quality video content! I have another question: someone transferred me some TRC20 USDT and I have recovery phrases: 『pride pole obtain together second when future mask review nature potato bulb』 How can I monetize them?

  • @TheHuskyK9
    @TheHuskyK9 8 ชั่วโมงที่ผ่านมา

    Here's a neat optimization trick: When you finish the clothing, apply the rig to the clothing and delete the vertices underneath that aren't exposed. If the arm/hand is exposed, delete the vertices on the forearm near the elbow. If the legs/feet are exposed, delete the calf vertices. Helps free up some space and may run better on in-game engines.

  • @k3xa1300
    @k3xa1300 9 ชั่วโมงที่ผ่านมา

    damn shes stacked

  • @TySticknodes
    @TySticknodes 12 ชั่วโมงที่ผ่านมา

    She gettin sturdy

  • @LUMO_SteamClips
    @LUMO_SteamClips 14 ชั่วโมงที่ผ่านมา

    Is this a robot or someone who has done this for way to long and wants to die. Feel like I’m at a funeral

  • @itzmenaomii_
    @itzmenaomii_ 16 ชั่วโมงที่ผ่านมา

    26:17

  • @spacekamen
    @spacekamen วันที่ผ่านมา

    What kind of lighting set up I do for this

  • @Radioactive_floating_ball
    @Radioactive_floating_ball วันที่ผ่านมา

    Roblox woman face 🐦‍🔥🐦‍🔥

  • @Metallic_Hero
    @Metallic_Hero วันที่ผ่านมา

    Hold your d's, guys.

  • @Fiery_Latina_Goatchan_GF_681
    @Fiery_Latina_Goatchan_GF_681 วันที่ผ่านมา

    How fkcing perverted

    • @Fhfhshcnsnknsjdjdm
      @Fhfhshcnsnknsjdjdm 59 นาทีที่ผ่านมา

      Nah it’s just an educational blender tutorial

  • @Speggetimasta
    @Speggetimasta วันที่ผ่านมา

    Now stop the scarf from clipping

  • @devilchomps3295
    @devilchomps3295 วันที่ผ่านมา

    T poses is for larger movements/VR A poses is for more artistic reasons.

  • @DandelionMonk
    @DandelionMonk วันที่ผ่านมา

    This is a very good summary of the topology issue. 😊

  • @superhetoric
    @superhetoric วันที่ผ่านมา

    the booba lol

  • @Sonic.exe_uwu666
    @Sonic.exe_uwu666 วันที่ผ่านมา

    A POSE- ITS TF2-CORE-NESS IS UNMATCHEDD

  • @thatonepseudotwin7775
    @thatonepseudotwin7775 วันที่ผ่านมา

    Dont forget it's also easier to texture

  • @adarklie
    @adarklie วันที่ผ่านมา

    In otherworlds nightmare fuel

  • @ioansheld2392
    @ioansheld2392 วันที่ผ่านมา

    👁️👄👁️

  • @GrimHeaperThe
    @GrimHeaperThe วันที่ผ่านมา

    Needs lips

  • @RWQFSFASXC-17BP
    @RWQFSFASXC-17BP วันที่ผ่านมา

    The Patrick dance really teaches a lot 😂❤

  • @sergioajbs1840
    @sergioajbs1840 2 วันที่ผ่านมา

    it moves with a rigged character or i need to weight paint it again

  • @Sanjixoxo
    @Sanjixoxo 2 วันที่ผ่านมา

    Who is she? Shes so freaking cute

  • @lenunDun2un
    @lenunDun2un 2 วันที่ผ่านมา

    Y’all hear the news about blender getting official npr support!

    • @codernunk
      @codernunk 2 วันที่ผ่านมา

      That's pretty cool! I haven't checked Blender news lately, but I'll have to look into that. Thanks for bringing it up!

    • @yamadawaver9317
      @yamadawaver9317 18 ชั่วโมงที่ผ่านมา

      Yeah the one they collab with dillongoo

    • @shlokbhakta2893
      @shlokbhakta2893 11 ชั่วโมงที่ผ่านมา

      I’m so excited!

  • @Proxy606
    @Proxy606 2 วันที่ผ่านมา

    I can’t even work with a cube Am I cooked?

    • @codernunk
      @codernunk 2 วันที่ผ่านมา

      Blender's got a bit of a learning curve when you're starting out. A lot of the app is driven by keyboard shortcuts, but there are some buttons and menus you could use as well. I'd recommend looking at tutorials that show how the user interface works, and then you'll be able to get the hang of it. It takes time but it is achievable.

  • @TNGYun
    @TNGYun 2 วันที่ผ่านมา

    Not animating the jiggle is criminal

    • @codernunk
      @codernunk 2 วันที่ผ่านมา

      I saved that for the game engine, actually. I didn't want to animate them in Blender because I didn't really need to, as I wanted that to be more dynamic in the game engine instead. Although there are tools to make it work in Blender too.

  • @НикитосРедунов
    @НикитосРедунов 2 วันที่ผ่านมา

    I'm a beginner. I can't really understand how the author understood how to model the head, how many vertices are needed and where, I don't think I can repeat it as in the video. especially since 15:00. even if I repeat everything after the author, I am not sure that I can learn something and create a similar model on my own.😩I don't think the polygonal approach is as accurate as the author says when creating organic models. Perhaps character modeling is the most difficult.

    • @codernunk
      @codernunk 2 วันที่ผ่านมา

      I apologize that I wasn't able to help you. Is there something I could clarify in the comments here? In the case where we're building the core face loops, it's easiest to start with about 6 or 8 vertices for the mouth. Then work from the mouth up to the nose and then the eyes, and you should be able to connect everything. Don't be afraid to add more edge loops too with the Loop Cut and Slide tool (CTRL + R is the shortcut) if you are having trouble getting things to connect.

  • @diegoramos2518
    @diegoramos2518 2 วันที่ผ่านมา

    Is this one of the few cases triangles are ok to use?

    • @codernunk
      @codernunk 2 วันที่ผ่านมา

      Yes, I would say so. The main benefit of using quads is for making it easier to make edits to the topology (via loop cuts, etc.). By the time you'd make an adjustment like this, you should normally be done with that elsewhere. Plus, the triangles help influence the bending's direction, allowing the model to collapse better. You can certainly do this with all quads, but you would also need to use more geometry to accomplish the same result.

  • @xiangyukong2537
    @xiangyukong2537 3 วันที่ผ่านมา

    What if an edge is both a seam, a crease, and a sharp edge, how inspect what type this edge is or how can I filter one type of edge, i.e. how let a model only shows its seam edge, or only shows crease edge?

    • @codernunk
      @codernunk 2 วันที่ผ่านมา

      I was looking into this and thought that Blender had something under the Select menu in Edit Mode, but there isn't really anything that supports exactly what you're asking. You can select edges with the same crease level with Select > Select Similar > Edge Crease, and you can select sharp edges (seems to be based on an angle though, not by how it's marked) with Select > Sharp Edges. Other than that, I don't think there's a way to change the visibility based on edge type.

  • @flinch2440
    @flinch2440 3 วันที่ผ่านมา

    Obligatory one hand joke

  • @raydarcarter6721
    @raydarcarter6721 3 วันที่ผ่านมา

    Fun fact when making fursuits you want to use an a pose bc the sleeves will be too short otherwise

  • @galaxy34470
    @galaxy34470 3 วันที่ผ่านมา

    Y pose - Praise the Sun!

  • @KameariKillScreen
    @KameariKillScreen 3 วันที่ผ่านมา

    Blender is where topology goes to die

  • @maslina4158
    @maslina4158 3 วันที่ผ่านมา

    Mavis my girl what happened

  • @foxowaranimation397
    @foxowaranimation397 3 วันที่ผ่านมา

    "You don't need photoshop!" bro I was forced to use photoshop for school once and its easily my least favorite art program to-date XD

    • @codernunk
      @codernunk 2 วันที่ผ่านมา

      I've never really understood why people insisted on using Photoshop for drawing. I get its use for image editing, but the dang software didn't even have brush smoothing for years.

  • @Kqvikko
    @Kqvikko 3 วันที่ผ่านมา

    I can, and will, use a W pose.

    • @codernunk
      @codernunk 2 วันที่ผ่านมา

      I can't even imagine that being comfortable.

  • @artykeldeo
    @artykeldeo 3 วันที่ผ่านมา

    i actually cackled at the boob part of the video

  • @lizaraVR
    @lizaraVR 3 วันที่ผ่านมา

    but what if we want to completely avoid triangles? some operations don't really like them, especially physics

    • @codernunk
      @codernunk 2 วันที่ผ่านมา

      You can instead just make a couple loop cuts around the joint bend and it'll still work fine. It won't be the same result and it's a bit more geometry, but I've seen models use this approach too.

  • @TheSpiritedFendron
    @TheSpiritedFendron 3 วันที่ผ่านมา

    Char name?

    • @codernunk
      @codernunk 2 วันที่ผ่านมา

      Her name is Kaila! She's an original character I'm making for my game, although this is a recreated model used for tutorial purposes. The official one will be much more polished.

    • @TheSpiritedFendron
      @TheSpiritedFendron วันที่ผ่านมา

      @codernunk ayy, name for the game? Got 1231 bought Steam games, I might get it ^^

  • @programofuse8731
    @programofuse8731 3 วันที่ผ่านมา

    And Y pose?

    • @codernunk
      @codernunk 2 วันที่ผ่านมา

      I didn't think they were really used in 3D rigging, at least not to the extent the other two are.

  • @evanmak7837
    @evanmak7837 3 วันที่ผ่านมา

    Technical explanation: t-pose=better for in-game models using multiple simple animations. Easily interchangeable. A-pose= better for animation and FMVs. If you relax your arms it is a midpoint between reaching your thighs, which is why it feels more natural to work with. Usually the fingers on the A pose are posed to hold a hypothetical sphere, so that they are easier to animate. Those two poses are usually part of the reason older games use different models for their FMVs.

    • @codernunk
      @codernunk 2 วันที่ผ่านมา

      Thank you for breaking this down further. I didn't know that the pose type was a big factor for older games to make separate models.

    • @evanmak7837
      @evanmak7837 2 วันที่ผ่านมา

      @codernunk yup, typically we don't get to see the higher poly models from ripped game data (they were too much for the game engine to handle back then) so this information is not widely known. I learned it from a game design seminar during my 3D animation master's. We were shown some very detailed A-posed models with complex rigs specifically made for the pre-rendered scenes. Basically, the A pose cuts a lot of corners in animating with a better result, but the animation isn't always transferable to later rigs or other characters; so in those cases they use the T pose.

  • @EthnoFascist
    @EthnoFascist 3 วันที่ผ่านมา

    Yes... veeery good "Topology" 😂

  • @Atylonisus
    @Atylonisus 3 วันที่ผ่านมา

    "tope"-pology

  • @luna_fm
    @luna_fm 3 วันที่ผ่านมา

    Triangulated Topology is ideal for the source Engine though.

    • @codernunk
      @codernunk 2 วันที่ผ่านมา

      As far as I know, modern game engines convert meshes automatically, so it's not really a concern these days. In the worse case, you can also triangulate the model with a modifier in Blender or upon exporting it, so it's quite an easy problem to solve.

  • @Your_LocalWizard
    @Your_LocalWizard 3 วันที่ผ่านมา

    A cool thing you can do is if you add a translucent BSDF, plug it into a shader to RGB node, then plug that into the B slot of the final color mix node, your highlight now changes color depending on the color of the light source lighting it If you want the highlight to even more accurately resemble the light source you can just plug in another translucent BSDF + Shader to RGB node then plug that in to the color of your original translucent BSDF node

    • @codernunk
      @codernunk 2 วันที่ผ่านมา

      Thank you for the tip! I believe you can also get the light's color and then multiply it with the shaded area in your shader nodes too.

  • @black_sprunki-w7r
    @black_sprunki-w7r 4 วันที่ผ่านมา

    i am not hearing anyone out

    • @korr112
      @korr112 3 วันที่ผ่านมา

      hear me out

    • @black_sprunki-w7r
      @black_sprunki-w7r 2 วันที่ผ่านมา

      @@korr112 n o .

  • @JustXav1
    @JustXav1 4 วันที่ผ่านมา

    Or you make a toothbrush with 7000 polygons

    • @codernunk
      @codernunk 2 วันที่ผ่านมา

      We aren't ready for that kind of peak

  • @aurafox1
    @aurafox1 4 วันที่ผ่านมา

    Why are they squares? Isn't it more efficient to make shapes out of triangles?

    • @codernunk
      @codernunk 2 วันที่ผ่านมา

      Quads/Squares are often used while modeling because it's much easier to modify them. One of the core functions is adding edge loops (called Loop Cuts in Blender) and it's much easier to cut through adjacent quads than triangles. You are right that triangles are easier for a computer to process. As far as video games go though, most modern game engines will convert the mesh to triangles automatically anyway, so there's not really anything to worry about.

  • @popes6305
    @popes6305 4 วันที่ผ่านมา

    "the important parts is include areas that will animate such as the face, arms, and legs" and boobs

  • @nathanielthomson6600
    @nathanielthomson6600 4 วันที่ผ่านมา

    Nah, screw that. Y pose and praise the sun.

  • @Johnny31323
    @Johnny31323 4 วันที่ผ่านมา

    I am simple man.. I see Booba, I see wireframe Awooga, and Bigg Gyatt, and I simply Like and Subscribe.