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Crossfar
เข้าร่วมเมื่อ 17 ก.พ. 2023
12+ years of development, production supervisor / senior technical / teacher.
showcasing projects, assets, dev-logs & tutorials...
how to contact me? just come to discord and say hi.
discord.gg/R4e7XsvecH
showcasing projects, assets, dev-logs & tutorials...
how to contact me? just come to discord and say hi.
discord.gg/R4e7XsvecH
SPLITTING BULLETS WITH KATANA, IN GAME ANIMATION SAMPLE UNREAL ENGINE 5. #shorts
th-cam.com/video/GXnCxNcLkYA/w-d-xo.htmlsi=FPozzA8f5U2ZkJ_w
Watch the full video here.
Watch the full video here.
มุมมอง: 1 132
วีดีโอ
CREATING AND EDITING METAHUMANS INSIDE UNREAL ENGINE 5.4 (GASP DEVLOG)
มุมมอง 2.3K14 วันที่ผ่านมา
take a look at how I was able to make a metahuman creator inside GASP, replicated other things. if you want to see other parts of this devlog series, here's the link to the whole playlist.. th-cam.com/video/GXnCxNcLkYA/w-d-xo.html if you have any questions or just want to say hi ... discord.com/invite/R4e7XsvecH this is where you can find me easily.
probably one of the coolest projects done with Game Animation sample in Unreal engine 5.4 GASP + IK
มุมมอง 64Kหลายเดือนก่อน
when GASP meets IK for a breathtaking combat system, this video is a dev-log made for demonstrating game development concepts and not showcasing gameplay features. targeted and suitable for people interested in game development and learning unreal engine. come say hi - discord here - discord.com/invite/R4e7XsvecH
Is this expensive towards perf.
@@shmorgiborgi9519 as a matter of fact it's far less expensive towards performance than key framed animations. Nearly 100 times less expensive
@@shmorgiborgi9519 imagine how many actual 3 seconds animations were needed to do all those holsterings, now it's replaced by 2 vector variables and a rotator. Instead of hundreds of key frames per each bone, each having a rotator and a location and a scale ... So way way more optimized approach to use procedural animations
@@shmorgiborgi9519 downside is it won't be as detailed as a keyframed animation. But as you can see we are one month in development and already getting pretty close to a lifelike result. And it will only get better and better
🤮
@@anty8187 💊
Good job! Keep up your work to make that masterpiece! 😁✊
@@Destruct7493 thank you. I will, stay tuned if you liked it, cuz this week there's gonna be a crazy new update on the project... 🍻
I dont know if you vibe with this idea or mod many other games, but would love to see this system somehow modded into another game that can support it, would be fun doing parkour and moving fast on a game that usually plays alot slower
I'm gonna turn it into an OG game, but once it's out other devs will be free to mod it into anything they want too.
Imagine playing with this animation in zombies apocalypse would be so cool and parkouring a round too 😮
@@nguyentai464 it's actually a perfect system for a game like that yeah
you can add roll after big jumps...
@@rshiyamohammadi7723 yeah not a bad idea at all
are you persian?
@@rshiyamohammadi7723 as far as I am concerned no. But been there and they didn't seem very happy about it :))
I feel like there should be some more recoil when the character shoots the gun
@@beesechurger1 recoil is also adjustable with a variable in this project.
@@Crossfaryeah probably very easy to adjust, the only other issue i saw was the arm glitching to the side while wall running and climbing, great work tho 😮
@@beesechurger1 that one is not easy to adjust and I'm working on it to completely remove the glitchy arm issues
really amazing work! Would love to see each and every step of it as a tutorial. Like, how to get this animation and how to get the key bindings to work. Being an animation and vfx student, these things would help a lot not only with assignments but personal works. great admirer, you get a subscribe for sure!
@@thedarksoundguitarist7254 thanks for the sub, and the kind words. Consider joining our discord, if you had questions we always help each other out there.
can you do a full fledge in depth tutorial and explain how everything works ?? I would appreciate it
@@dontgotomychannel9403 it will take a very long video series. So maybe not tomorrow but I will consider it.
@@Crossfar Thank you. I would really appreciate it
Can you do a tutorial on your combat, and holstering system
It will end up being a very long tutorial , this video is from one month ago, and back then it was nearly 4 weeks into development so it's a huge project.
I just think it’s perfect for my game. And I’ve got a good combat system going but this is soooo good. I would pay for a tutorial on this 14:01
@@xRavenousAngelx I appreciate the lovely words of encouragement, yes I think a lot of people want to use it in their projects... I'm going to release the whole project, but be patient cuz I'm working alone on it, in my personal time. and it's going to need a little time. Before it's release ready.
@@xRavenousAngelx after release I will start making videos for each part of the project , like how to add it to your own game, how to add more custom weapons options, it's all made very modular and very easy to expand on
@@xRavenousAngelx but teaching people how to do it on their own step by step is not gonna be easy at all... It's gonna need at least 100 hours of videos, making those tutorials would take a ton of time and only slow down the development severely at this point. So until release I will only update the community on new features.
is this project file free??? how can i get this?
@@soikotsarkar7863 it's not released yet, still under development. I will keep updating the community in this channel, stay tuned.
Looks pretty awesome, are you currently up to join any dev teams maybe ? we are making a game right in your alley
@@dustylongo if you have something interesting to offer feel free to DM me on discord.
@@Crossfar whats your discord ?
@@dustylongo the link is in the channel
@@dustylongo discord.com/invite/R4e7XsvecH Here I copied for you also
Very impressive, looks astonishing !!
@@point0947 thank you
you know bro doesn't fuck around when he ain't even connected to the internet he is LOCKED in
@@nyawtism :))
I love the the idea 100% ;) But damn animation, in some positions are fu..kd up:) hope the best for a end resualt
@@TimBorggrenDenmark thanks , yes there will be lots of improvement, there has been some already, stay tuned for the next videos are coming soon will demonstrate the changes
Im a beginner here, maybe a stupid question, but may I ask but how do you add the measurement tag on the block? is it added auto or manuly? thank you!
@@motpanda.7555 oh that's just something that comes with GASP, but , it's a 3d text component, that measures the block on event construct and sets it's text .
@@Crossfar thank you♥️
that stop in the wall jump kills the pace
@@makxs4818 it's adjustable
@@Crossfar ah, cool, love the modifications you made really looks like a Deadpool game
Question about those animations. Is it possible to use them in fps game mode?
Yes it is... But the gameplay system I designed with the 360 aim offset kinda feels better in a TPS system , BUT, there is no reason it shouldn't work in a fps also.
Does the projectile get destroyed, or does it continue on new paths as 2 bullet halves? (Can the bullet pieces hit targets behind the katana guy after they are cut?)
@@GES1985 that's exactly what I'm working on right now
@Crossfar awesome. Keep up the good work!
@@GES1985 cheers
Amm but how you create this
@@DARK-eb4xu through Focus, commitment and sheer willpower.
@@Crossfar If I do these steps, I will be able to succeed too.
@@DARK-eb4xu yes pretty much
@@Crossfar All thanks and respect to you
@@DARK-eb4xu cheers
AC parkour is boring, at least this has angled wall jumps. Kinda felt like we got no running games after mirrors edge 2 despite several having as part of their mechanics, that weren't AC.
@@635574 I know right, I tried my best to make things as inclusive as possible when it comes to performing actions, so it works on almost any angle up to 45 degrees so it's not just straight walls you can jump off. And anything less than 45 is basicly walkable so it will be a normal jump... So with this system you can nearly interact in some way, with any surface regardless of shape or form. Although it's not as polished as AC is ofcourse. But gameplay wise it feels like you have more control
Looks really good. I’d tweak the arm animations a little bit. Ui looks amazing. Vault jump needs to be a little bit smoother
@@xxspecterxx that's exactly what I was thinking too when I uploaded it
@@Crossfar Im still learning, youre way better than i am!
@@xxspecterxx your ideas are still very valid ... Plus, I was once just learning too... Keep at it
@@Crossfar thanks!!!
Do you do classes on IK Animation? Or plan to do videos on it? I am very interested in this technique.
@@blaqueaddonnisgames if you wish to learn I can do private classes. You can learn all the concepts in one session... Contact me on discord and we can set up a class.
Thank you I will contact you when I am free !👍
@@Crossfarvery interested in privates class I’ll contact u for sure
Since you're a teacher, maybe you can help me out. I don't know if you're familiar with Blender but... I rigged all my characters with AUTO RIG PRO. Not rigify. The characters have different elevation of the shoes (no shoes, boots, high heels etc). I would like to attach and remove the shoes with the rig of the character and animate them. I don't want to MAKE SEPARATE ANIMATIONS WITH DIFFERENT SHOES. The concept is like how they doing video games where you can customize your character and give them different clothes and SHOES Someone said "building and offset layer of Bones above the foot rig an animate those to shift the current rig between shoes." How do I achieve this?
@@spittingame4241 1- import your character skeletal mesh to blender. 2- model your shoe in a seperate object 3- offset it right so it's correct around your characters feet 4- rig it to your characters skeleton. 5- keep the shoes and skeleton and delete the character mesh. You got yourself a shoe that can be put on any character while deriving animations from the same Skeleton.
@@Crossfar thank you for the advice and the instructions 😊
Damn bro this looks smoother than GTA V ngl
@@Noizzed :)) thanks
AM I able to get the amazing project? It is great!
@@yiyanluo2878 thanks for the compliment, answer is yes, it will be released for public but first let me fix small issues and finish the complete list of features. Then I will make it available to everyone to use in personal projects or for learning.
@@Crossfar alright,your work is absolutely amazing, I am looking forward to it!
@@Crossfar THAT WOULD BE AWESOME ❤❤❤❤❤❤❤❤
Anyone here thinking of a Deadpool game ?
@@seek7297 yes I heard that a bunch in many comments so quiet a few at least :))
@@Crossfar As soon as I saw those 2 swords on the character's back like that I immediately thought about a Deadpool game with Uncharted's animations details :)
@@seek7297 there's a lot of new features coming into the project as well... I will announce in new videos on this channel perhaps this week or next
Asmongold need to see this
@@Putrefrye why is that?
@@Crossfar cuss today is the day of our gamers fighting back when need you in the progress
@@Putrefrye fighting back against what bro?
What is bro yappin about
Tbh nice!
@@PatrykSzumski-w9j tnx buddy glad you liked it
@@Crossfar I recently started learning how to create computer games with UE5. Its hard. I learn blender and ue5 at the same time. how to deal with problems and lack of motivation? when did you start making a living from it?
@@PatrykSzumski-w9j self decipline is everything, you gotta make yourself study everyday... And put things you've learnt into practice... And be patient it's gonna take a while to become what you want to be. Start with smaller projects, learn until you are ready to do something grand... And if you struggle with forcing yourself to study get a tutor maybe.
Where can i find this?
@@bluelotuscoding it will be released soon, I will keep you all notified of new features in this channel, and also I will announce the release of the project here and in discord, stay tuned.
Really amazing work! Would play the shit out of this haha
@@darrenhing9906 I'm glad to hear you like it. Thanks for the lovely comment
this is extremely impressive, is there a way to slow down the animation correctly so it looks more realistic?
Yes there is
TLOU vibe✨️
@@funnyman3bmgo62 🍻
incredible set bro, would it be possible to buy your project?
@@MO92MO yes in near future it's going to be available
@@MO92MO stay tuned to our channel I will announce the release here and also in discord
@@Crossfar yes please, have any idea about timing?
@@MO92MO hopefully in less than 2 months, since there's a lot I'm going to add to it
@@Crossfar its insane, bravoo, and it would support multiplayer and FPS right?
wow, this is amazing, new sub!!
@@Kreytonchildthanks for the sub... Glad you enjoyed the video
This could be a deadpool game
@@DlambewuDaniel nice idea yeah ...
Immortality simulator with gore and a destructible environment sounds like on hell of a sandbox!
Hi dude, thx u for video, maybe u can make series like Souls Like in the future.
@@clslayd2 maybe yeah... I'll give it some thought
now try the shotgun
@@CodeScrybe actually check the next video , shotgun is featured there
@@CodeScrybe th-cam.com/video/cvZMj-l3xyI/w-d-xo.htmlsi=JKVFLwphTArL63Ka
Espero ser tan bueno como tú hermano. Realmente siempre he sido team Unreal desde que era chico. En este momento estoy aprendiendo Blender pero en cuanto lo domine seguiré con Unreal. Sigue así hermano saludos desde Colombia.
that's actually amazing brother, please give my best regards to all of Colombia! its a beautiful nation.
I want this project so bad *-*
@@waldir13 stay tuned in discord and TH-cam channel, I'm going to announce it's release
I usually just use a system that loads any necessary weapon animations asynchrously when equipping, before applying the animations to a weapon state machine in the player abp. Works pretty well, can also load an aimoffset to use modularly, the engine handles that all pretty well :P
@@O_Obsidious that's a very valid approach too and tested and proven... Reason I did things this way is lowering the amount of data required to be cached, and also the fact that choice of weapons and holster placement is given to players in my project ( which creates the need for hundreds of animations if using keyframing) so I needed to come up with a system that can handle every situation without any prefab animations.
Oh wait you meant animations for the gun itself? Yeah I'm using the same approach for that too, it synchronizes with my fingers animations on each corresponding hand
i need to learn unreal but not a huge fan of the blueprint system. i thought this was entirely c++, so end build performance won’t be that great
Just stop lying to yourselves and learn blueprints , I know it's a tough pill to swallow ... But there's No such thing as performance difference between this and that on a modern PC... There's a huge difference in production cost and time.
My man speaking truth 😂@@Crossfar
Bro got humbled
Great now actually make it yourself 😂
Haha funny one , 😂
line trace check the bone before shoot and play animation accordingly i think that's the code is can u explain please😀
@@crazyguy7585 trace check is right, then you save the location it's going to hit, then I check if it's in front of or behind cuz only should block them when from the front side, then I also use the direction and location to decide which hand is closer to react, then IK will lead the blade hand towards that bullet direction, offsetting the half length of the blade , If it's low it will tilt the blade downward also... And there's a few checks before all of that to make sure a block is even possible, like holding a katana or not, having them at ready stance or not etc... so for example you can't block while attacking at the same time...
thats crazy! I love this
honestly I've been developing all the other stuff just to get to this part ... so I'm excited because its time to do some exciting stuff!
Comooooooooo ????????
haha what ? :D
@@Crossfar what I said was. How can you protect yourself from gunshots?
@@DenoMaister by incorporating the ways of Bushido... And meanwhile praying to god that the shrapnels won't hit you after defliction...
@@DenoMaister the power of katanas
I love this, bangerrrr
@@Asonc1 thanks bro
hey man i am learning 3d character art and i would love to make my characters jump ,walk run around like this but i dont have any idea were to start or how to learn can you give me a direction of what should i do where should i start? because all i know is this is unreal engine😅
@@vedajsai2978 start by installing unreal engine 5.4, downloading game animation sample project from unreal Market place , and import your 3d models as fbx. Then ask the next questions you might have right here.
How did you download all groom assets from metahuman creator? Did you use a script or is there a way to download all of them? Also idk if it works with facial features but i would like to hear your idea on that too
@@emrice6485 you only need to download it once, then you should re-target them for each face
Not gonna lie it can be a bit of a hassle to get them all... If you play it smart it's possible tho, and retargetting them Is still lots of manual labor kinda. Some of them would just work on other faces without retargetting but for a fine and finished product, it's best that all of them are retargeted
@@Crossfar do i manually configure a metahuman for each groom asset and download those whole metahumans and extract the grooms? i wish there was like a groom pack or something, at least not download the same metahuman for each groom asset :/
@@emrice6485 no as I said you can re-target a binding asset for a groom so it will work on another metahuman
@@Crossfar oh sorry well i should have been more clear, well Yes i know i can use one groom asset on other metahumans, but the problem is, there are lots of groom assets in the metahuman creator website available and in order for me to obtain all of them and integrate it into my project, i need to download the groom assets by creating a metahuman with it in the website one-by-one which is very tidious work. So for one groom asset it is okay i can just configure the metahuman in the website and download it, but what about the rest of the 50 groom assets for example? do i still configure 50 more metahumans and download all and only extract the grooms? Thanks for Answering my questions in patience and sorry for the bothering.