I noticed after the tutorial that when I jump, turning the character, it seems that the weapon is floating close to the hand, it seems that he is not holding the weapon, is there any correction to be made?
Thanks for the tutorial. I have two questions. It would be great if someone could help. 1- How can we make the aiming animations more realistic? For example, while walking, the arms and hands should sway naturally with the movement. 2- How can I add attack animations that target the point where my crosshair is? For example, when attacking with an axe, the attack animation should align with the direction of the crosshair.
do you have any idea how hard i have tried and how long i have searched for a turn in place fix, and i just happened to stumble across your videos and seen this!! never would i have thought it to be something as simple as disabling root motion.. two thumbs!👍👍
all works well, until @13:35 when it doesent blend the AO, im doing this in 5.5.1 if anybody knows any checkboxes i might have missed i would appreciate some help
oh, nevermind, I did the bone layers differently and i didnt understant that division by 5 when setting the aim offset was made to apply it in 5 different bones
In the blueprint Set AimOffset, in the node: 'Blend pose by bool', your active value was just 'Wants to aim', I found that if I press middle mouse button and hold aim there would also be a problem, so I added an AND node the other condition is 'Wants to strafe', it gets better but still not perfect. How to fix this?
Great video! I learned a lot, but I do notice that when I turn the camera sideways while I have the gun pointed, I notice that the movements are blurry and unnatural. Is there a way to smooth out the movements so that this doesn't happen?
Followed everything step by step, but its not working. the only difference I can think is that im using the updated GASP that includes sprinting, crouching and replication so maybe thats changing something. will have to retry later :( saved it in a duplicate for now though
Basically Wants to aim is a node that indicates that the player is aiming,so what i did is I added a variable aimingin the character bp, and right mouse button pressed enables it, release disables it, then in anim bp I accessed it through the player character reference same as other variables, and promoted it to a variable there with the same name, it works.
It doesn't seem to work fine with metahumans, the weapon moves at a different rate compared to the hands, resulting in clipping. With the included mannequin everything just works. I don't know exactly what's to blame, if anyone knows what it might be I'd really appretiate it.
Watch the next video (minute 10.30), I will teach you how to attach the weapons to the other characters. Video: th-cam.com/video/N1fN8gYdt3k/w-d-xo.html
@@THExPH03N1X In the animation event graph, the call set aim offset function needs to be before the branch and after the update CVar Driven Variables node
Sandbox Character > Character Input State > WantsToAim
i'm trying to use this way, but my character doesn't use his hands at all while aiming, only spine ((
Thank you!!
Great tutorials! Keep going!
Thank you. You are a great teacher. I'm an artist and I can follow these tutorials.
Thanks alot, i would like to see in a future tutorial how to add shooting and melee combat animations :)
pleaseeee =p
A dream
YES PLEASE
Please
Keep up the good work, just started watching your GameAnimationSample Videos and they have helped me out alot :) Thanks
I love your tutorials. - That's basically it. ;)
God Mode Holy Pro explaining in a very welcome way!! 🤘 Thanks
Make a weapon wheel tutorial. And a pickup item system and a healable system. Would pretty much Be the best tutorial series. Even a crafting system
Please
Can you continue with your videos? Awesome content Amazing!
I like your videos bro very clear and easy to follow
mah bruv even put his anim curvs, good one m8
Thanks heap for these video! i finally got it working :)
I noticed after the tutorial that when I jump, turning the character, it seems that the weapon is floating close to the hand, it seems that he is not holding the weapon, is there any correction to be made?
Could you make a rifle system to, love your tutorials btw
good work!
Thanks for the tutorial.
I have two questions. It would be great if someone could help.
1- How can we make the aiming animations more realistic? For example, while walking, the arms and hands should sway naturally with the movement.
2- How can I add attack animations that target the point where my crosshair is? For example, when attacking with an axe, the attack animation should align with the direction of the crosshair.
do you have any idea how hard i have tried and how long i have searched for a turn in place fix, and i just happened to stumble across your videos and seen this!! never would i have thought it to be something as simple as disabling root motion.. two thumbs!👍👍
I would love to know how to shoot now
all works well, until @13:35 when it doesent blend the AO, im doing this in 5.5.1 if anybody knows any checkboxes i might have missed i would appreciate some help
oh, nevermind, I did the bone layers differently and i didnt understant that division by 5 when setting the aim offset was made to apply it in 5 different bones
Please can you do an attack animation with the Game Animation Sample?
please Rifle system too and please you can show us how to ZOOM when aiming like every game
and how to stop running while aiming Thanks
Author, please help us 😢 UE 5.5 has not "Wants to Aim"
Figured out it is on Sandbox Character > Character Input State > WantsToAim
can you do a fps ads tutorial
thanks man
I wonder how hard is this going to be for a multiplayer game
A lot of work 😅
Honestly, you could probably migrate Lyra to 5.4 and add motion match to it.
In the blueprint Set AimOffset, in the node: 'Blend pose by bool', your active value was just 'Wants to aim', I found that if I press middle mouse button and hold aim there would also be a problem, so I added an AND node the other condition is 'Wants to strafe', it gets better but still not perfect. How to fix this?
Great video! I learned a lot, but I do notice that when I turn the camera sideways while I have the gun pointed, I notice that the movements are blurry and unnatural. Is there a way to smooth out the movements so that this doesn't happen?
what if i dont have a rotation rate only rotation mode?
hey nice tutorials. 1 have 1 question how to add pistol left hand? i want do axe is right hand and pistol is left hand. pls quick tutorial ?
Followed everything step by step, but its not working. the only difference I can think is that im using the updated GASP that includes sprinting, crouching and replication so maybe thats changing something. will have to retry later :( saved it in a duplicate for now though
Hi, could you tell how can make combined combat animations mixed with MM ?
hi why when i try to copy & paste the pistol idl dont work ?? need help please
Big issue when I right click to aim it canceles the animation overlay for the player to actually aim
and when I hit 2 it moves the arms into the aim position even tho its just suppose to enable the gun
"wants to AIM" ? From where is it ??? UE 5.5 has not this ((
i have the same problem, are you in v5.5?
@@Terapyy18 Yea
@@Terapyy18I found same but it doesn't work.
Basically Wants to aim is a node that indicates that the player is aiming,so what i did is I added a variable aimingin the character bp, and right mouse button pressed enables it, release disables it, then in anim bp I accessed it through the player character reference same as other variables, and promoted it to a variable there with the same name, it works.
@@epic-quest-tales how and where i can add logic aiming on right click button for new variable?
It doesn't seem to work fine with metahumans, the weapon moves at a different rate compared to the hands, resulting in clipping. With the included mannequin everything just works. I don't know exactly what's to blame, if anyone knows what it might be I'd really appretiate it.
Watch the next video (minute 10.30), I will teach you how to attach the weapons to the other characters.
Video: th-cam.com/video/N1fN8gYdt3k/w-d-xo.html
@@nativecoder I will, thanks a lot
I didnt find the overlay state in ABP_Sandbox_Character Why?
Sry, I see this video from another website so I dont know you had changed this blueprint in former video
im not sure where i went wrong but i have no up and down offset Dx
i am having this issue too, any luck fixing?
@@THExPH03N1X In the animation event graph, the call set aim offset function needs to be before the branch and after the update CVar Driven Variables node
Is this replicated??
Whole thing doesn't work I have watched the tut 3 times now