Unrelated: I just realized there is a big three of mech games that actually feel like you're driving a mech: Armored core, Front mission, and the most mech simulator of them all - Mech warrior. Nope, Gundam can't hold a candle to these games mech-driving-feel wise. I'm binging on mech games again lately, and somehow youtube knows and recommended me this vid! scary. Good stuff you got here!
My dude, epic tutorial and video❤. I have experience with everything you've done and mentioned, but I never thought of simply blending between key frames. I would have thought that fully animating each animation would be required, but this made me realize you get away with a lot by just using key frame poses. Also, love the inclusion of secondary motion, another good reminder. Keep these videos coming! Subscribed.
Maybe would be nice to see a simple video explaining how these "values" are driven from code side I think a lot of beginners can wrap their head around nodes but when you get in code it starts to get a bit confusing
Thanks for the feedback, but it is kind of intended that I don't dive too much into the code side of things because the video is already too long, but maybe in the future I will try to include a snippet explanation for the code
I think it's just the same as other tps camera system where you attach the cam to the back of the mech, but maybe the shoot aim is a bit different because they lock automatically if there's an enemy on the screen
@@LittleStrykerID Thanks, Im working on recreating the targetting system and getting stuck on the little things. I was trying to use the look_at() method but it has some flaws.
Unrelated: I just realized there is a big three of mech games that actually feel like you're driving a mech:
Armored core, Front mission, and the most mech simulator of them all - Mech warrior.
Nope, Gundam can't hold a candle to these games mech-driving-feel wise.
I'm binging on mech games again lately, and somehow youtube knows and recommended me this vid! scary.
Good stuff you got here!
Have you tried Gundam battle operation 2?
There's also Titanfall, despite it being basically a first person character but BIGGER, the sounds and animations all give it weight and feel
This is so badass dude
Thank you - this is helpful both for mecha games and as a general demonstration of some of the AnimationBlendTree features!
bro you're awesome. i love armored core
Thank you for the amazing content! The quality of the content you produce is through the roof.
My dude, epic tutorial and video❤. I have experience with everything you've done and mentioned, but I never thought of simply blending between key frames. I would have thought that fully animating each animation would be required, but this made me realize you get away with a lot by just using key frame poses. Also, love the inclusion of secondary motion, another good reminder.
Keep these videos coming! Subscribed.
Also the particle effects look clean af. Clever use of scale and omnilight node to dynamically create intensity and power with the thrusters.
this is really good keep up the good work
looks amazing omg
Thank you so much this was amazing
Maybe would be nice to see a simple video explaining how these "values" are driven from code side I think a lot of beginners can wrap their head around nodes but when you get in code it starts to get a bit confusing
Thanks for the feedback, but it is kind of intended that I don't dive too much into the code side of things because the video is already too long, but maybe in the future I will try to include a snippet explanation for the code
Very neat and perfectly well explained! Thank you! 😘👍
Wow never knew this way using the blend.
I love your content, thanks! 🙏🏼
epic❤
New subscriber❤
Keren bgt gan!
Makasih gan!
Oh boi YT read my mind again
Looks amazing! Will you be posting this project on GitHub?
Unfortunately no, it's only available for ko-fi supporter
how would you create an armored core like camera?
I think it's just the same as other tps camera system where you attach the cam to the back of the mech, but maybe the shoot aim is a bit different because they lock automatically if there's an enemy on the screen
@@LittleStrykerID Thanks, Im working on recreating the targetting system and getting stuck on the little things. I was trying to use the look_at() method but it has some flaws.
Man this is amazing