May I ask, do you have any tutorials that show how we can add more animations like sword fighting, axe throwing, and sliding to your project? If you don't have tutorials, can you recommend some TH-cam tutorials? Your project looks very cool.
I'll have to get around to something like that. I keep getting requests in regards to Melee stuff, Melee Stuff can't be Cheated though. This layering technique will reduce the amount of animations you need by only so much, but beyond that your actually going to need to create your animations in very informed ways. If you don't design your animations in very specific ways then they will not blend properly. You can refer back to my other comment on your previous post for further information on this. I am sure I will eventually do stuff like this, but it won't be a 5 minute video and it will involve modifying animations pretty heavily. I will likely use some animations from Mixamo or some other source since making animations from scratch is fairly time consuming and most people will feel overwhelmed by the idea of that entirely.
@ would be cool to learn how users can add new custom animations like sword attacks, frisbee throws, and bow/arrow to your awesome blueprint project. Thank you for making this project.
@@hotsauce7124 Yeah that's a pretty big request. The reason why is because I would actually have to teach you how to be an Animator first. Animation in games have to be made very very specific ways. If you see these games where movement is real fluid, it's because each animation they blend out of was hand made so that it's literally coming out of the pose your character is currently in. There is no way to CHEAT that, you just need to make your Animations so that they Come out of the Pose that your Character is currently in, that's the Secret to AAA animation. It's easy to fall into that trap though where you assume there are really sophisticated techniques for making animations blend between each other, there really isn't though. The secret is that all these movements you see characters in AAA games making, every one of those movements are Key Framed. There is blending happening, but the gaps those blends are having to fill are so small that the player normally never notices them. The larger the gap, the more awkward it will look. And if there is a gap on the Lower Body it may cause foot sliding.
idk I haven't really messed with that, I believe they said the mantle system was a pretty basic example and I don't believe it was ever meant to meet everybody's needs, it was only there to serve as an example. I'm assuming that they expect people to build their own mantle systems based off the example they provided. That was only meant to show-case how you could setup a mantle system with motion matching.
Wow!
Incredibly good.
Good Stuff!
Incredible work!! 🔥
May I ask, do you have any tutorials that show how we can add more animations like sword fighting, axe throwing, and sliding to your project? If you don't have tutorials, can you recommend some TH-cam tutorials? Your project looks very cool.
I'll have to get around to something like that. I keep getting requests in regards to Melee stuff, Melee Stuff can't be Cheated though. This layering technique will reduce the amount of animations you need by only so much, but beyond that your actually going to need to create your animations in very informed ways.
If you don't design your animations in very specific ways then they will not blend properly. You can refer back to my other comment on your previous post for further information on this.
I am sure I will eventually do stuff like this, but it won't be a 5 minute video and it will involve modifying animations pretty heavily. I will likely use some animations from Mixamo or some other source since making animations from scratch is fairly time consuming and most people will feel overwhelmed by the idea of that entirely.
good stuff! keep up the good work
Looking good
Thanks
@ would be cool to learn how users can add new custom animations like sword attacks, frisbee throws, and bow/arrow to your awesome blueprint project. Thank you for making this project.
@@hotsauce7124 Yeah that's a pretty big request. The reason why is because I would actually have to teach you how to be an Animator first.
Animation in games have to be made very very specific ways. If you see these games where movement is real fluid, it's because each animation they blend out of was hand made so that it's literally coming out of the pose your character is currently in.
There is no way to CHEAT that, you just need to make your Animations so that they Come out of the Pose that your Character is currently in, that's the Secret to AAA animation.
It's easy to fall into that trap though where you assume there are really sophisticated techniques for making animations blend between each other, there really isn't though. The secret is that all these movements you see characters in AAA games making, every one of those movements are Key Framed.
There is blending happening, but the gaps those blends are having to fill are so small that the player normally never notices them. The larger the gap, the more awkward it will look. And if there is a gap on the Lower Body it may cause foot sliding.
You are a god!!!!
Amaizing
nice!
will the mantle system on dynamic objects will be fixed soon ?
idk I haven't really messed with that, I believe they said the mantle system was a pretty basic example and I don't believe it was ever meant to meet everybody's needs, it was only there to serve as an example.
I'm assuming that they expect people to build their own mantle systems based off the example they provided. That was only meant to show-case how you could setup a mantle system with motion matching.