I have uploaded all the animations used with additional animations for crouching, jumping, wallrunning and sliding. I hope you will enjoy them and you are free to use them for any project :) Download the .fbx file in the description.
@@LouSimonsen do you have discord? ☺️ and when I open the file in blender I do not see any of the animations like I do see in your tutorial video. And when I follow your instruction to export from blender to UE5 it gives me an error message and it won’t import into UE5. I want to achieve what you did so bad ☺️😎 I love your work man. Your videos are helping me out a lot
I understand everything he says, don’t know why many complaints about this. Awesome tutorial dude, I’ve also read through your website, hats off for the hard work. Am I asking too much if you could upload some project file including the updates? 😅 it’ll be amazing
hey lou is there a way to have the head/camera move before the body? one example is i have a system to jump up and grab a ledge and when im hanging i can turn my head BUT the mesh rotates with me so im hanging but the mesh isnt stuck in the direction i had it...plz help
You should put your character in a 'aim offset' state when he grabs a ledge. You can also make a blueprint that nulls the body rotation when the ledge is grabbed. Let me Know how it works out 👊
Dont deleting the "InputAxis LookUp" in Character Blueprint and selecting "Use Pawn Control Rotation" in the FollowCamera fixes the look up and down problem and head banging for me.
Mathias Mairhofer you can do that yes, but then you wont be able to control head pitch with animations, such as the landing animation i use in the intro and outro
How would I go about using montages in a true first person view like this? I can't figure out how to get the camera to follow the movement of the montage correctly.
Hello and thanks for the tutorial! I want to know something about creating the animations. Do you eliminate all motion in the head bone? Does that eliminate the body’s up and down bounce? If not how would one go about doing that. I want the head movement to be as minimal as possible!
Hi there, so there are a couple of ways to do this. First of all you have to seperate animations into 2 groups: Movement and Action animations. Movement animations should not ifluence head movement and consists of stuff like running, walking and idle. Action animations are montages like the landing animation where the head is heavily influenced by the animation movement. But i guess you are asking about movement animations. So, first option is, assuming you downloaded the blender ue4 animation file in the description, to turn off all inherited translations for the head by selecting the head bone -> Bone icon -> Relations -> Check off Inherit Rotation/Scale/Location. This will keep the head "motionless" through all anims. Second option, using a "Damped Track" bone constraint on the head bone fixed to a object you place far in the distance. This will keep the head quite steady but will be influenced by small movements from up and down motion. However you vision will be fixed in place thus removing motion sickness :) This is the approach i chose, but i have to admit the first one might have worked better. Third option: don't move any bones up or down that might influence the head bone. I only use this for testing :) Hope it helped
Lou's Creations thank you for the reply ! I will do some more research. I read the article and it’s pretty straight forward but I’m going to find more examples and information before I’m ready to include this into my game! Thanks again
The animations are not perfect since I were new to this when i made them, Quite alot of head shake ;/ So 2 options: 1. Either make your own animations and use a 'damped track' bone modifier in blender to stabilize the head to a point in the distance. 2. Read the comment thread on this video i had with VEGITO BLUE. Here i found another way that fixed it for him.
let me save you a lot of time and suggest using get player camera, get player rotation, split it into Pitch. I don't get why we need to use delta time here.
is there a chance we could get the animations u made ? and if not how can i apply the animations to the separate rig ? because i just need certain anmations :) thanks in advance
THANKS LOU! What is the fastest way to use this for VR? (Like merging in the functionality of Oculus Avatar SDK Hands) I know I would.. export the character w/anims to 3dsmax.. Animate the hands for open, closed, grab, etc, then save out of Max with Anim Clip ranges, then 'reimport from source'.. I suppose then, I take a look at the oculus Anim Blueprint and see how it's all made to work, then, try to emulate that inside your body.. so to speak..?? THANK you! !
Well, I don't have much experience with VR, but if i were to make a True First Person VR game i would properably not base it on this system. Since VR is mostly dependent on your hand placement I would use the IK functions in the UE4 Animation blueprint to control the arm. So yeah, make a open/close hand anim and use IK to move the Upper and lower arm inside UE4 :)
@@LouSimonsen can you make this tutorial, or I would love to hire you man to work on my game's animations 😎 or at least to achieve your results from this tutorial and that blog post from Froyok
so if im playing animations like iron sights, how do I make it so the camera stays straight and not croaked, Because i want to equip the gun and it stays straight
The animations have been moved to a different site. Tried looking for the animations on the Web site but can't find them, what are they called and under?.
iam having this problem when i can only rotate when i move, and also i cant rotate up and down, i saw your whole video i tried but nothing worked, its like iam still in third person, when i try to move back the whole character rotates
If no movement occurs when you try to look up and down there could be many reasons for that :/ You properably just missed something like: at 21:29, did you set the rotation to 'add to existing'? Did you plug the pitch variable into the right axis? Or at 18:57, did you cast to the right character? Did you get the right variable? I will gladly help but it's a pretty loaded question :) If nothing happens at all i would use the 'Print' node to check where the variables are off.
the voice... i dont understand a thing its like theres bubble in your mouth. but the knowledge inside this video is good. keep it up ( P.S just.. talk properly the tutorial is great THANK YOU !!)
As i mentioned, this is done through the animations. You hopefully want some amount of headbob if you use this method. But in the Froyok article he says that when making the animation he fixates the head on some point far away to reduce the amout of shaking. You could try this strategy.
@@LouSimonsen I want no headbob as some people complain of nausea while playing. I think it would be better to code the headbob separately on the camera and make it optional based on the research I did. So is there any other way instead of modifying animations?
@@vegitoblue2187 Ok try this: 1. Take the Thirdperson UE4 Character 2. Attach camera to head just as in this video 3. In the character blueprint under (self) check "Use Controller YAW rotation" 4. Under FollowCamera check "Use Pawn Control rotation" The head will NOT follow the camera but should be fixable applying similar techinique as of that in the tutorial. But this is probably more in line with what you are looking for.
@@LouSimonsen it works but there is one problem. I make the player look up and down by rotating the spine. But enabling this is causing the camera to rotate instead of moving along with the head. If that is fixed my system becomes perfect
@@vegitoblue2187 The camera is fixed in placed by default. If you need an arm to the camera you could use a camera boom with the same length as the spine you are rotating. You could also just try to update the camera location at every tick to match the 'head bone' location.
I have uploaded all the animations used with additional animations for crouching, jumping, wallrunning and sliding. I hope you will enjoy them and you are free to use them for any project :) Download the .fbx file in the description.
you are awesome
hey man the animations do not seem to be in the files you supplied for us.
@@FreakZado They are, just remember to check "import animations" when importing into unreal.
@@LouSimonsen do you have discord? ☺️ and when I open the file in blender I do not see any of the animations like I do see in your tutorial video. And when I follow your instruction to export from blender to UE5 it gives me an error message and it won’t import into UE5. I want to achieve what you did so bad ☺️😎 I love your work man. Your videos are helping me out a lot
@@LouSimonsen And are we able to use our own rigged character asset and apply your animations to my own rigged character?
If you keep the spring arm, it doesn't cause motion sickness :) just attach the spring arm, to the head.
best tutorial about True First Person
I understand everything he says, don’t know why many complaints about this.
Awesome tutorial dude, I’ve also read through your website, hats off for the hard work.
Am I asking too much if you could upload some project file including the updates? 😅 it’ll be amazing
hey lou is there a way to have the head/camera move before the body? one example is i have a system to jump up and grab a ledge and when im hanging i can turn my head BUT the mesh rotates with me so im hanging but the mesh isnt stuck in the direction i had it...plz help
You should put your character in a 'aim offset' state when he grabs a ledge. You can also make a blueprint that nulls the body rotation when the ledge is grabbed. Let me Know how it works out 👊
is that speed run tutorial?
Dont deleting the "InputAxis LookUp" in Character Blueprint and selecting "Use Pawn Control Rotation" in the FollowCamera fixes the look up and down problem and head banging for me.
Mathias Mairhofer you can do that yes, but then you wont be able to control head pitch with animations, such as the landing animation i use in the intro and outro
How would I go about using montages in a true first person view like this? I can't figure out how to get the camera to follow the movement of the montage correctly.
11:00
for the camera in the thumbnail.
Hey man. Are you taking on clients? I’d love for you to help with the animation process for a game I am developing.
No. If you are looking to hire animators you can try hire on sites like fiverr.
I am having an issue where the camera is attached to the head and the head is not rotating up or down correctly and I followed the video
Hello and thanks for the tutorial! I want to know something about creating the animations. Do you eliminate all motion in the head bone? Does that eliminate the body’s up and down bounce? If not how would one go about doing that. I want the head movement to be as minimal as possible!
Hi there, so there are a couple of ways to do this. First of all you have to seperate animations into 2 groups: Movement and Action animations. Movement animations should not ifluence head movement and consists of stuff like running, walking and idle. Action animations are montages like the landing animation where the head is heavily influenced by the animation movement. But i guess you are asking about movement animations.
So, first option is, assuming you downloaded the blender ue4 animation file in the description, to turn off all inherited translations for the head by selecting the head bone -> Bone icon -> Relations -> Check off Inherit Rotation/Scale/Location. This will keep the head "motionless" through all anims.
Second option, using a "Damped Track" bone constraint on the head bone fixed to a object you place far in the distance. This will keep the head quite steady but will be influenced by small movements from up and down motion. However you vision will be fixed in place thus removing motion sickness :) This is the approach i chose, but i have to admit the first one might have worked better.
Third option: don't move any bones up or down that might influence the head bone. I only use this for testing :)
Hope it helped
Lou's Creations thank you for the reply ! I will do some more research. I read the article and it’s pretty straight forward but I’m going to find more examples and information before I’m ready to include this into my game! Thanks again
can i just download it?
could you tell me why my characters head is below his feet and changing to 90 isnt working .
hi, can you make a tutorial about how to make turn in place movement, please?
Will make a revised version of the soon, I Will include turn in place movement then 👌🏼
@@LouSimonsen i'd tried this th-cam.com/video/v3W2ostR820/w-d-xo.html but it still have few bugs
@@LouSimonsen thx for ur help, really appreciate it man, im looking forward for the video
so everything worked amazing except the looking down and the shakiness of the camera when i walk, how do i take that away?
The animations are not perfect since I were new to this when i made them, Quite alot of head shake ;/ So 2 options:
1. Either make your own animations and use a 'damped track' bone modifier in blender to stabilize the head to a point in the distance.
2. Read the comment thread on this video i had with VEGITO BLUE. Here i found another way that fixed it for him.
let me save you a lot of time and suggest using get player camera, get player rotation, split it into Pitch. I don't get why we need to use delta time here.
is there a chance we could get the animations u made ? and if not how can i apply the animations to the separate rig ?
because i just need certain anmations
:) thanks in advance
Look in the describtion buddy :)
@@LouSimonsen yea mate i mean the ones u made urself in the tutorial :)
@@prophetdenis1974 Dude, there's a download link for the animations in the describtion.
@@LouSimonsen dude u change them in blender didnt u ?
THANKS LOU! What is the fastest way to use this for VR? (Like merging in the functionality of Oculus Avatar SDK Hands) I know I would.. export the character w/anims to 3dsmax.. Animate the hands for open, closed, grab, etc, then save out of Max with Anim Clip ranges, then 'reimport from source'.. I suppose then, I take a look at the oculus Anim Blueprint and see how it's all made to work, then, try to emulate that inside your body.. so to speak..?? THANK you! !
Well, I don't have much experience with VR, but if i were to make a True First Person VR game i would properably not base it on this system. Since VR is mostly dependent on your hand placement I would use the IK functions in the UE4 Animation blueprint to control the arm. So yeah, make a open/close hand anim and use IK to move the Upper and lower arm inside UE4 :)
there is no turn in place movement?
Thanks so much for this! Quick question, how do I make it so that the vertical and horizontal mouse sensitivities are the same?
Yes, I’ve learned a lot since i made this tut. Will make a thorough one soon 👊🏻
@@LouSimonsen can you make this tutorial, or I would love to hire you man to work on my game's animations 😎 or at least to achieve your results from this tutorial and that blog post from Froyok
so if im playing animations like iron sights, how do I make it so the camera stays straight and not croaked, Because i want to equip the gun and it stays straight
What did you put inside the other state nodes and links
The animations have been moved to a different site. Tried looking for the animations on the Web site but can't find them, what are they called and under?.
Yeah, the wiki has been closed, but i had a copy of the file. The link is now changed to a dropbox link where you can get the file :)
@@LouSimonsen thanks 👍
iam having this problem when i can only rotate when i move, and also i cant rotate up and down, i saw your whole video i tried but nothing worked, its like iam still in third person, when i try to move back the whole character rotates
for some reason I did everything I checked three times but I still cant look up? any reason as to why? common problems maybe?
Sounds Like a clamp node in your pitch being set to 0 and not 90, if you only can look down but not up 😶
@@LouSimonsen No, the problem was that I didn't set the sens to 250 so yea just a simple problem. Thanks for helping though
Super!
i got it thanks, but in the anim graph i used rotation and everything but he doesn't look down.
If no movement occurs when you try to look up and down there could be many reasons for that :/ You properably just missed something like: at 21:29, did you set the rotation to 'add to existing'? Did you plug the pitch variable into the right axis? Or at 18:57, did you cast to the right character? Did you get the right variable?
I will gladly help but it's a pretty loaded question :) If nothing happens at all i would use the 'Print' node to check where the variables are off.
This video would be better if you fixed the audio....can barely hear your voice
the voice... i dont understand a thing its like theres bubble in your mouth. but the knowledge inside this video is good. keep it up ( P.S just.. talk properly the tutorial is great THANK YOU !!)
How do you plan on removing headbob
As i mentioned, this is done through the animations. You hopefully want some amount of headbob if you use this method. But in the Froyok article he says that when making the animation he fixates the head on some point far away to reduce the amout of shaking. You could try this strategy.
@@LouSimonsen I want no headbob as some people complain of nausea while playing. I think it would be better to code the headbob separately on the camera and make it optional based on the research I did. So is there any other way instead of modifying animations?
@@vegitoblue2187 Ok try this:
1. Take the Thirdperson UE4 Character
2. Attach camera to head just as in this video
3. In the character blueprint under (self) check "Use Controller YAW rotation"
4. Under FollowCamera check "Use Pawn Control rotation"
The head will NOT follow the camera but should be fixable applying similar techinique as of that in the tutorial. But this is probably more in line with what you are looking for.
@@LouSimonsen it works but there is one problem. I make the player look up and down by rotating the spine. But enabling this is causing the camera to rotate instead of moving along with the head. If that is fixed my system becomes perfect
@@vegitoblue2187 The camera is fixed in placed by default. If you need an arm to the camera you could use a camera boom with the same length as the spine you are rotating. You could also just try to update the camera location at every tick to match the 'head bone' location.
Speak up
Please speak more clearly, I cant understand most of the stuff you say, but I could learn something by watching you, not listening.