A year into developing my first game and I still come back to this video cause it's such a fantastic resource. Coming from a background in art, the way you demonstrate and explain these concepts is top-of-the-line.
This is a fantastic demonstration. I hope you make more videos with transforms, inverse transforms etc. this is the kind of video that really helps a new developer
its really helps instead of watching tuts and not knowing what's going on there. Thank you. These kinda educational videos are so useful. Can you make more of it Please.
I learnt a lot of things I should already know.... you made this easy to understand and the visual representation made all the difference. Thank you kindly!
This is the video I subscribed your channel on, because these are the fundamentals of 3d programming and it is so well explained through blueprints without the hassle of having to understand C++ code.
Thanks a ton, super useful! I've been writing shaders for a while and seeing vector math in 3D space like that really helps visualize what's happening. I may start making little demos for myself like how you did here. Super cool
I come back to this video all the time. Just used the dotproduct of my actors right vector to determine if the wind was on starboard or port side of a sailboat
This is absolutely excellent. I've followed so many tutorials in UE5, and only 1 of them ever bothered mentioning WHAT the nodes (like DOT) actually does, in fact most of them didnt seem to know "why" stuff worked at all! Couldnt a lot of this, the Dot product especially, be super useful for extremely fast-computed AI?
@@ReidsChannel I'm here again 10 months later, and I recommend people do that. If you don't intuitively use all of this stuff, keep coming back on occasion until you do. Having it in the front of your mind when you're working on something is when it really shines. Dot Product is a thing that I go to regularly now, but I still catch myself looking for "node that does thing" when what I'm trying to do can be done with a little math if you not only understand it, but have it up front in your working knowledge.
Loved this! Need more of them. I was following your Grid Tut and came across that Cross Product tried looking up some info on it and was quite hard to find good info on it.
You did a lot of this in the level blue print, thus perhaps negating some of the difficulties of doing each station in an individual blue print. I did the latter, and it's been a confusing journey, but has helped me understand. Thanks for the video. P.S I couldn't find a general "Get Vector" node.
Very nice demonstration of vector maths in UE! Would like to use a similar demonstration in my physics classes. Only for the right handed basis/system the cross product output vectors should be facing opposite directions than stated, but that really is a detail;)
Feel free to use this video if you like. I think the direction is dependent on the graphics library, DirectX does it one way and OpenGL does it the other.
the best one i have seen on game-math lessons, very clearly and hoping for continuance math tricks,such as- rotate vectors/inverse transform location/atan2 functions.
A bit late for it I guess, but I tried the dot product on VR, didn't really worked. I tried to make an object follow the VR controller, but it creates an odd offset and still rotates opposite way when reaching negative vector values.
hi how to i get the difference between the vector target and my actor rotation. like, when my actor looks at vector target. its value is 0. if looking away on left will be -90. and on right 90. bec im planning to make the character do a specific action while i clamp its rotation
Good vid! Thanks. Can you tell me how to measure an object's speed along it's local "up" or "forward" vector? I see lots of information around, on applying forces along or torques around "up," "forward," or "right," vectors, but nothing on getting the magnitude of velocity along them.
in the cross product example did you put a and b vectors to be perpendicular for any reason or could they be at any degree? .. and what would the cross product look like with a different degree from a to b? will it always be perpendicular to the plane that is created betwen the a and b vectors?
Hey, thanks for your amazing tutorials. Unfortunately im still struggling with some math: Im trying to create a simple billboard *material* for tree foliage, where all the planes (or normal tangents) either facing the camera or sync with the negative camera direction vector BUT using their own pivot point. In all tutorials i found so far they use the object origin as pivot point or rotation axis.
A vector can either represent a location in space or a direction. If you think of it in terms of 2D points on a grid it might be easier to understand. For example. If you have the vector (1, 5) it can either be represented on the graph as a point 1 to the right and 5 up OR it can be represented as the slope of the line which and you can draw it as a line which doesn't necessarily start anywhere but always goes 1 to the right and 5 up.
Thank you for the tutorial! I am having trouble understanding out to use "RotateVectorAroundAxis" node in blueprints. If you know how to use it, could you kindly make a short tutorial on how to use it?
@8:40 Is there a way to get the angle between 2 vectors just in the Y axis? I mean, I set 2 vectors just like you did and it works really well, the thing is I cannot seem to figure out how to filter the Z axis out. I don't want Z rotation to affect the angle calculation. Thank you very much for these tuts, this is one of the best learning channels on youtube.
Hey, you'll need to set the Z value of both vectors to 0 and then normalize the vectors. You can either do this using the default vector variable type or there is also a vector2D type that you can convert to which will drop the Z value for you and then you just have to normalize them again.
@@ReidsChannel Nice, I tried setting both Z values to 0, and also the vector2D but nothing seemed to work. I however didn't normalize the vectors again, so maybe that was my error. I'll try it out again and I'll let you know, Thank you very much for your reply.
Thanks haha. The problem with making tutorials like that is that they require a ton of animations that I have to have and I have to make accessible to anyone watching the tutorial so that they can follow along. I will try to do more stuff involving third person in animations in the future though if I can find some good assets.
Reid Treharne fml I’m going to a community college for 3D Art & Animation in August. I like the programmer side of things a lot but I need to up my skills! Definitely glad I found your channel. I’m converting your wall run tutorial to C++ as we speak to hone my skills! Thank you bro
Who learned at school that a vector would be a line in 3D space? Some did. Vector points and vector lines yeah. If. I subtract xyz from another xyz , the point is getting closer to Origo 000? Right?? Pls tip me wisdom . Im not those who confuse kids. ( Hey youtube showed me this video at first search results, so if video start about vectors works al is fine but else youtube rulers have cheaters among them) Hey bytheway, is there Depth variable let known by kids, in this video start?? You know the xyZ ??
A year into developing my first game and I still come back to this video cause it's such a fantastic resource. Coming from a background in art, the way you demonstrate and explain these concepts is top-of-the-line.
This is a fantastic demonstration. I hope you make more videos with transforms, inverse transforms etc. this is the kind of video that really helps a new developer
its really helps instead of watching tuts and not knowing what's going on there. Thank you. These kinda educational videos are so useful. Can you make more of it Please.
I plan to in the future :)
I love that you used visual aids for all of these and showed your blueprints.
Awesome math Info, I'm just starting to look through your tutorial but I love it. Thanks a lot, its really helpfull.
Thanks :) Appreciate it!
I learnt a lot of things I should already know.... you made this easy to understand and the visual representation made all the difference. Thank you kindly!
You have no idea how this helped me, thanks for the great content
This is the video I subscribed your channel on, because these are the fundamentals of 3d programming and it is so well explained through blueprints without the hassle of having to understand C++ code.
Thnk you for this math tutorial, you make the concepts very easy to understand and the examples help to solidify the math in a practical application.
Thanks a ton, super useful! I've been writing shaders for a while and seeing vector math in 3D space like that really helps visualize what's happening. I may start making little demos for myself like how you did here. Super cool
Hats off man
I come back to this video all the time.
Just used the dotproduct of my actors right vector to determine if the wind was on starboard or port side of a sailboat
Reids, you are an incredible human. Thank you SO much.
This is absolutely excellent. I've followed so many tutorials in UE5, and only 1 of them ever bothered mentioning WHAT the nodes (like DOT) actually does, in fact most of them didnt seem to know "why" stuff worked at all!
Couldnt a lot of this, the Dot product especially, be super useful for extremely fast-computed AI?
Could be in some cases for sure
Surprised this doesn't have more likes. I think people tend to just want to see how to do a thing, but this is teaching a man to fish stuff. Thanks.
Haha yeah it's very good stuff to know
@@ReidsChannel I'm here again 10 months later, and I recommend people do that. If you don't intuitively use all of this stuff, keep coming back on occasion until you do. Having it in the front of your mind when you're working on something is when it really shines. Dot Product is a thing that I go to regularly now, but I still catch myself looking for "node that does thing" when what I'm trying to do can be done with a little math if you not only understand it, but have it up front in your working knowledge.
Best tutorial that i didn't know i needed!
Thanks very much for taking the time to produce this mega useful tutorial. Great explanation of DOT and Cross products :)
One of my favorite UE4 channels, love your content man
Thanks! That means a lot :) Glad you're liking the content!
amazing, please do more math. in material editors as well.
Wow. This was incredibly useful.
Great tutorial, easy to understand,thx!
Its the best math tut that i've seen. Really great explanation
I keep coming back to this! Thank you.
I love the way you show examples! Another great tutorial!
Man I wish I watched this video when I started. Thank you very much !
Awesome tutorial please do more math stuff 😁 math usage examples 👍
Another great one! I'll need to watch this multiple times and play around with what you showed. Thank you
This was really helpful!! would love some more!
GREAT!!! Thanks! That makes Me consider installing UE to simply run that
Thank you very much for the part where you explain how to find/achieve the negative value of an Angle !
No problem :) Glad it could help you out!
I'm now very excited for linear algebra.
You could do a whole series like this man. Love it
This video rules so freaking hard.
This is brilliant work!
Thank you indeed,this make artists so easy to understand!!!
So good! Your tutorials are top notch!
More like this! Doesn't have to be math, but just going over how things work, what you do and why! :)
Loved this! Need more of them. I was following your Grid Tut and came across that Cross Product tried looking up some info on it and was quite hard to find good info on it.
Thanks, hopefully this helped it make more sense
Learned alot from this one, great visualization and explanation of use cases. Thank you so much for this much needed tutorial ❤️
Hey no problem! I'm glad it was useful. I wasn't sure if it was going to be a waste of time haha.
Super useful! Thank you very much :)
Great video, I see a lot of ways to use them. good stuff.
You did a lot of this in the level blue print, thus perhaps negating some of the difficulties of doing each station in an individual blue print. I did the latter, and it's been a confusing journey, but has helped me understand. Thanks for the video. P.S I couldn't find a general "Get Vector" node.
Brilliant!! This helped heaps.
Brilliant! Thanks.
Amazing content brother really appreciate it
Hey thanks :) I'm glad you found it helpful!
Loved and subscribed!
Thanks so much!
Thanks! Very informative!
Wow. Thank you so much.
very useful tips! thanks dude
Wonderfully done.
Man you're definitely the best, period.
Haha thanks man :)
Thank y ou broo, good stuff...
Very nice demonstration of vector maths in UE! Would like to use a similar demonstration in my physics classes. Only for the right handed basis/system the cross product output vectors should be facing opposite directions than stated, but that really is a detail;)
Feel free to use this video if you like. I think the direction is dependent on the graphics library, DirectX does it one way and OpenGL does it the other.
thanks man!
thankyou sir!
the best one i have seen on game-math lessons, very clearly and hoping for continuance math tricks,such as- rotate vectors/inverse transform location/atan2 functions.
another great video, keep it up Reid
Thanks! Appreciate it!
Holy, that solved all my problems XD nice!
this video is amazing
Excellent!
Underrated video!
A bit late for it I guess, but I tried the dot product on VR, didn't really worked. I tried to make an object follow the VR controller, but it creates an odd offset and still rotates opposite way when reaching negative vector values.
hi how to i get the difference between the vector target and my actor rotation. like, when my actor looks at vector target. its value is 0. if looking away on left will be -90. and on right 90. bec im planning to make the character do a specific action while i clamp its rotation
Thanks man
At 3:30, what's the point of normalizing the vector? Why can't you just leave it how it is? Thanks.
Hey bro! It would be great for you to make another math vid with more advance topics and techniques !
Greate video!
Thank you !
how can you apply the right hand rule to the cross product example you have?
Super cool stuff!
Very interesting 👌 👍
Good vid! Thanks.
Can you tell me how to measure an object's speed along it's local "up" or "forward" vector?
I see lots of information around, on applying forces along or torques around "up," "forward," or "right," vectors, but nothing on getting the magnitude of velocity along them.
Great video thank you! The 'Get Vector' function for the angle between vectors math, is that a custom function? Can't seem to find that.
Epic, thanks a lot! Will you record new video about math in ue4, tricks?
Thanks :) I might expand upon this video one day but don't have any immediate plans to do so.
in the cross product example did you put a and b vectors to be perpendicular for any reason or could they be at any degree? .. and what would the cross product look like with a different degree from a to b? will it always be perpendicular to the plane that is created betwen the a and b vectors?
Yes it will always be perpendicular to the plane that is created between a and b, but a and b don't also need to be perpendicular for this to be true
Yes it will always be perpendicular to the plane that is created between a and b, but a and b don't also need to be perpendicular for this to be true
God bless you! Really thx, I understand this fucking vectors))
Awesome video! If you got any more math tricks you wanna teach us. Its super welcome.
Can you make more of these videos pls?
Hey, thanks for your amazing tutorials. Unfortunately im still struggling with some math: Im trying to create a simple billboard *material* for tree foliage, where all the planes (or normal tangents) either facing the camera or sync with the negative camera direction vector BUT using their own pivot point. In all tutorials i found so far they use the object origin as pivot point or rotation axis.
how do i get angle between two rotators?
Hello,
I don't understand how a vector can point in a specific direction, seeing at it is just 3 numbers, a point in space.
A vector can either represent a location in space or a direction. If you think of it in terms of 2D points on a grid it might be easier to understand. For example. If you have the vector (1, 5) it can either be represented on the graph as a point 1 to the right and 5 up OR it can be represented as the slope of the line which and you can draw it as a line which doesn't necessarily start anywhere but always goes 1 to the right and 5 up.
great vid
DUDE!!! How do you do the Developer folder trick. That's awesome
Tell me if I am not wrong:.the direction of resultant vector of cross product of A and B vector should be in opposite directions?
The result will be perpendicular to both vectors. I guess you can call the "opposite" but I wouldn't use that word.
Thank you for the tutorial!
I am having trouble understanding out to use "RotateVectorAroundAxis" node in blueprints. If you know how to use it, could you kindly make a short tutorial on how to use it?
@8:40 Is there a way to get the angle between 2 vectors just in the Y axis? I mean, I set 2 vectors just like you did and it works really well, the thing is I cannot seem to figure out how to filter the Z axis out. I don't want Z rotation to affect the angle calculation. Thank you very much for these tuts, this is one of the best learning channels on youtube.
Hey, you'll need to set the Z value of both vectors to 0 and then normalize the vectors. You can either do this using the default vector variable type or there is also a vector2D type that you can convert to which will drop the Z value for you and then you just have to normalize them again.
@@ReidsChannel Nice, I tried setting both Z values to 0, and also the vector2D but nothing seemed to work. I however didn't normalize the vectors again, so maybe that was my error. I'll try it out again and I'll let you know, Thank you very much for your reply.
Could you show this bp with these calculations :)
is this project available for download anywhere?
This is one of the few good vector math tutorials for UE4. Do you have any full courses on udemy or other platforms?
Hey thanks :) and no I don't sorry. But you can join my discord (link in the description) and ask math related questions there.
what a god you are. do more parkour tuts with full player model not first person thank you
Thanks haha. The problem with making tutorials like that is that they require a ton of animations that I have to have and I have to make accessible to anyone watching the tutorial so that they can follow along. I will try to do more stuff involving third person in animations in the future though if I can find some good assets.
Where can I download this?
please make more tutorials about maths in unreal that would be awesome
samuel romero Hey, do you have anything specific in mind that you’d like to see?
@@ReidsChannel vector math
Hey, about ACOSd, why not using the delta rotator instead? (taking the rotation values of each one)
Where tf do you even learn stuff like this? College? Damn I gotta enroll lol
Mostly, yes lol
Reid Treharne fml I’m going to a community college for 3D Art & Animation in August. I like the programmer side of things a lot but I need to up my skills! Definitely glad I found your channel. I’m converting your wall run tutorial to C++ as we speak to hone my skills! Thank you bro
@@DevGods Best of luck :) feel free to join my discord (link in description)
Who learned at school that a vector would be a line in 3D space? Some did. Vector points and vector lines yeah. If. I subtract xyz from another xyz , the point is getting closer to Origo 000? Right?? Pls tip me wisdom . Im not those who confuse kids. ( Hey youtube showed me this video at first search results, so if video start about vectors works al is fine but else youtube rulers have cheaters among them) Hey bytheway, is there Depth variable let known by kids, in this video start?? You know the xyZ ??
Thanks WHITE MALE!