UE5 - Game Animation Sample: How to Add Rifle Animations
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- เผยแพร่เมื่อ 5 ก.ค. 2024
- Simple guide on how to add rifle animations to Game Animation Sample.
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Tutorial Files:
drive.google.c...
Rifle Socket Positions
(Rotation=(X=0.005815,Y=-0.071816,Z=0.707237,W=0.703296),Translation=(X=-6.563969,Y=1.956369,Z=-0.059092),Scale3D=(X=1.000000,Y=1.000000,Z=1.000000))
UEFN Rifle Anim Curves (Idle)
clavicle_r ROLL 5
upperarm_r YAW 35 PITCH 5
lowerarm_r YAW 65 PITCH -5
hand_r YAW -55 PITCH -10 ROLL -10
lowerarm_l YAW 70 PITCH -5 ROLL -80
hand_l YAW 5 PITCH -5 ROLL -35
thumb_01_l PITCH -15
UEFN Rifle Anim Curves (Aiming)
hand_r YAW 5 ROLL 10
clavicle_l YAW 10 ROLL -5
thumb_01_l PITCH -10
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Incredible. Please show us how to shoot and attack.
Great tutorial, I'm following everyone, could you show us how to shoot and attack with the weapons you created?
Can you make a tutorial on how to play animation montages now with the axe, rifle etc?
Any plans to continue this series ? Was hoping to see how to only be able to equip weapons when you pick them up , fire etc if possible great series
Great tutorial, thank you! Subscribed
PSA: If you plan on using custom characters, remember to update the child BPs with the item map, instead of the parent BP.
So I had added the fix for the weapons position before I followed the pistol tutorial onto one of the retargeted characters, and after adding the pistol in with all the stuff, the pose does not get set or the model gets displayed in that retargeted character. Seems to work in other retargeted characters though, Still investigating why...
Edit: interestingly, I found out that the Weapons actor soft reference is not being updated on the blueprint that I had modified the construction script prior to adding the pistol. Deleting all elements still makes the character pull the axe. Now finding out why is that
edit2: the changes in the map are actually not replicated in any of the child blueprints consistently it seems. You have to go into the child BP you want to use as your character and set the items there. Well, it makes sense as multiple characters would have different weapon, but I dont get why some of them got updated with the axe to start with. lol
Great tutorial, thank you so much! I learned a lot from it.
I have a request and a question:
1. Could you please show how to adjust the rifle idle animation to fit our custom weapon asset?
2. How can we use a single melee idle animation for multiple melee weapons without adding new poses for each weapon?
Thanks again!
I tried the Unrealdevop's "Fixing Animations For Custom Guns" but couldn't combine with your way. Somehow the right arm disappears, LOL.
Can you make a tutorial of how to setup the camera on top down/isometric view? And the aiming too. I know how to import spring arm and camera on that view but I don't know hot to aim to the cursor with this system, could you do this pls?!
Great tutorial but why didn't you show how to do the hand IK lol.
Can you do how to add a new parkour animation depending if a wall is close by? Please! So we can add animation where he puts his hand on a wall to climb !
Great tutorial, could you make an hand IK tutorial?
Can you show an inventory system for motion matching ?
thaanks you are awesome
Sir how to set fire pls help and ammo systems
great!!
The new> Animation Sample are not going to be implanted in the standard 3th player tutorials that you are doing?
th-cam.com/video/-2ULLfHtpLM/w-d-xo.html
Quick question, how would this logic work for multiplayer as far as replication?
The Game Animation Sample is not replicated, we have to wait for epic to fix Motion Matching replication.
Cool video but then you have to watch a 20 minute video to see what the overlay is and in this video you finally have to go to another video of 20 min to see how the overlay is done from the beginning! out of pity I asked to watch a single video not 3
Sir how to set fire pls help and ammo systems
Sir how to set fire pls help and ammo systems
Sir how to set fire pls help and ammo systems