4:09 Blueprint Character Initial Setup 5:13 Animation Blueprint Initial Setup 8:15 Setting up Essential Movement Variables in Anim Event Graph 16:40 Continue Anim BP Setup 19:00 Aim Offset Setup 21:19 Jump State Machine setup 29:49 Blueprint Setup for Shooting Arrows 48:18 Line Trace Setup 1:01:50 Fire Arrow Animation Montage 1:04:00 Prevent Spamming of Arrow Fire
As a fellow UE tutorial developer I can honestly say your presentation style is great ! I initially found your channel while looking for Motion Warping tutorials and instantly subscribed. Cheers and good luck with the channel !
In Unreal 5.3 the animclass isn't reset when changing mesh so the character will look really weird. Just a reminder that you need to reset it yourself.
Just a small tip since this was a gotcha for me on 50:19 you find the multiply node which by default is a vector * vector well if you click on the lower pin you can change the type to be a float so then it's just a singular value, it works the same but if you ever need a different type that's how you do it. Cheers for the video
It's so annoying listening to people ask to like and subscribe. BUT YOU DESERVE IT, thanks a ton for this video series. The fast pace is a pain to keep up with but it's also perfect for review.
Loving your content so far. This video is SO good that I joined your discord and plan on buying your courses. I'm a Unity dev, switching to UE5, and your guides are the best that I have found. You explain everything, and that shows how much time you put into this. Thanks!
Literally my favorite Online Instructor from everyone out there ! Please keep posting Stephen, you are helping to enormous amount of people ! T H A N K S !
That's really the first UE tutorial on the youtube where all worked from the first time out of the box (except for the input actions, had to replace them with enhanced input actions).
Thankyou so much for this incredible tutorial. Your a absolute genius and I think the developer community would be in shambles without people like you so thankyou and this is gonna help so much with my game.
Straight up nuts man! Watching your ultimate shooter course now and its insane how much information is packed into it thank you for all your hard work.
If you use Enhanced input, do not connect the shooting throw the triggered, use the started execution. Started calling only once when you trigger the button.
Hi Stephen, could you add a feature in which a parabolic trajectory is shown when aiming (before the arrow is released) so we can predict the arrow path to the target?
Great tutorial man. One question, sometime my arrows go through the wall even though Overlap Events are on. What could it be? Some kind of physics tick update?
I'm currently watching your Ultimate Shooter Course, after I finish it I'm gonna go grab the Multiplayer one XD I'm addicted to watching your videos, it's like watching every episode of game of thrones lol. I learned so much also just one question in the series why not just implement retarget animations in the characters for Bellica instead of trimming animations and fitting it my animations still looks off.
Thanks for a very good and intuitive tutorial that was easy to follow all the way. If I had any problems is was either because of ignorance or sloppiness, but I felt that you can really learn something from this. The only thing I didn't fully grasp was the calculations for target point. Why do you need to multiply it by 15000 to aim at the crosshair? I don't see the connection there.
1:00:15 How would you force the Character to aim at the angle that the crosshair is now hitting? The arrow is now correct but the Character pose is still aiming at the old incorrect angle.
great video. i ran into an issue... when i stand close to the wall with the camera, the arrows shoot that close wall and not the place my character is looking at. my guess is that is has to do with the fact that the place we are aiming at is gotten from the camera not from the player character?
Thank you very much. You do a great explanation and teaching work! I subscribed and pushed a "like" and a "bell" buttons. Wish you all the best with your channel 👍👍👍
I have an issue where both the jog_fwd and the jog_left animations twist the upper half of the character about 15 degrees to the left. It might be an issue with retargeting the animations. It it so annoying because when moving forward or left the character is not aiming where they are moving towards or where the camera is pointing. Anyone else have this issue? In the blendspace all looks great, the bow doesn't move as the anims blend. In game, the bow moves left by a large amount if moving forward.
Hi, thanks for you awesome tutorial, :D , im nearly ending part one, but i have a problem , Everytime i shoot the arrows they stuck in the air :( in the message log this message appears attachTo:/Game/´ThirdpersonMap:PersistentLevel.BP_Arrow_C_15.DefaultSceneRoot´ already attach to: To:/Game/´ThirdpersonMap:PersistentLevel.BP_Arrow_C_16.DefaultSceneRoot´, would form cycle. Aborting
Really enjoying the lesson though I have to take it slowly still finding my way around UE5, first time using it. Only at the 30 minute mark atm, about to set up the firing of arrows, cant wait until I do that. I was surprised by the inclusion of the Alias node in the state machines, that will take some getting used to at least for me. Since I love GoT, Shadow of Mordor, and the Horizon series I am really enjoying bringing this to life. Thankyou so much for this series! Bier bua agus beannacht.
I was about to say that after firing lots of arrows into the box I managed to get arrows attached to the Archer and causing a warning - but, you addressed that almost immediately. Cool :)
do you have to start a new project blueprint for every part of the game? say like the bow and arrow....adding a gun....creating landscapes...etc i keep seeing new projects on other channels but no one addressed how to eventually combine everything or why they open a new project.
No I did this entire tutorial onto an existing project that already had some animations and functionality and different naming conventions. It did take a little longer debugging a couple things, but you can definitely do it. If you come accross any problems just take your time and don't get frusterated would be my advice.
Thank you so much. I would love a first person version. Or can I just move the camera and hide the character model (aside from hands, bow, legs and feet) for the player?
What would be the best way to have the projectile stick to any surface? (collider?) This method of using ''Simulation generates hit events'' is iffy to work with. (For example when using box triggers, it catches the arrows mid air.
@@DruidMechanicsGameDevelopment Think I might have figured it out. I'm using Event on hit with a sphere trace by channel. I'm usign EPhysicalSurfaces on everything so like that I can also spawn particles when hitting a specific type of surface
I'm a little confused about the whole montage slot business. Why does the preview stop playing when you changed the slot name in the montage? Is there a reason you changed the slot name instead of just leaving it as-is? Where are those slot names actually declared/defined? What actually happens when you add that "Slot 'DefaultSlot'" node to the animation graph? This is like my 4th or 5th attempt to wrap my head around Unreal's whole animation ecosystem and it's all still pretty mind-boggling to me, but this has definitely been helpful so far, so thanks! (And double thanks for putting the rest of the series up here for free - layoffs suck, but I will definitely hit up your Patreon sooner than later!)
Too bad your tutorials are not free like Unreal Engine is, because they are very profesional, clear and right to the point. But I understand, time is money. Thank you very much anyway for this release, I learnt quite a lot ! I just wonder why Epic Games appear to be unable to provide such level of efficiency with their own tutorials. In my opinion, they are too marketing oriented to be effective. Just a question, if I may : do you know where is the program in City Sample demo that makes the camera diving to the main character at the very beginning ,when we play the Big City level , and how we can disable it ? Thank you in advance. If the City Sample demo topic is of some interest to you, it would be so great to watch you making a walk through the program and explain where is what , and what it does : a kind of overall program topology/architecture quick explanations. Kind regards,
Thank you so much! I was just wondering since I am still learning animation, can this be used with advanced locomotion system (normal or refactored) or with any existing locomotion system? Thank you!
im using a seperate character so my bow isnt attached to the character at start in my player bp i added a skeletal mesh for my bow and attached it to the player weapon socket i have the player firing with the anim montage off sequence but when i add another play montage and play the bow firing animation it doesnt play i made an animbp for the bow set up default slot but in my player bp when i set play montage with the bow mesh as target only the sparrow anim plays not the bow anims any advice where i fucked up everything works perfect except the play montage with the bow i tried to make a bow bp but it doesnt attach to player just floats in front of him
I am !very! impressed how you explain everything. I would like you to publish in some of the following tutorials as detailed as you know :) Genshin Impact shaders, dark outline, landscape blendnig with grass and all of that in Runntime Virtual Texture. Nobody did it in the EU5 and if it is, it doesn't fit with each other .... CHEERS and KEEP IT UP !!!!!!!!
im making something similar to a classic zelda game like twilight princess this has been very useful for setting up my bow im using my own character and retargeting sparrows anims this has helped a lot setting up my ground work for it any tips for when retarget the aim offsets the right wrist looks like it 360 twists instead of just a slight 90 do i have to set up chains for the twists too i just have the main chains head spine shoulders arms legs fingers i adjusted the pose from t to a and set up everything to be identticle to the source but that wrist is really bothering me you cant see it in the third person camera but knowings its there bothers me and if i can fix it in this i can fix my shooter games too that this happens in any advice from any one?
I can't bellieve I picked a bow and arrow based concept for my first game and here's this perfect tutorial series. Lucky me - thank you so much for putting this together. One question - when choosing the flame hit marker for P_Sparrow_HitHero - is there a way to change this colour from yellow to blue? I went with the Sparrow_Raven character mesh instead of the one you chose, and want to make the flame match the arrow colour (which I changed from the one you picked, to M_ArrowString3 as that seemed to match the idle animation arrow for Raven. Thank you!
I posted how to do that but looks like we have to wait until it gets accepted. But quickly, you have to go to the skeleton of sparrow and change from some animation to skeleton. I did it on the pelvis and it pretty much seems to have fixed it.
Hey Stephen. I was curious, if it's not a secret, how far you will be going with this Bow and Arrow Tutorials ? You will just show us the starting of this type of game, or you are planning to make this almost a finished game in the future ? I am sure all of us will be extremely happy if you keep on posting these Tutorials for Bow and Arrow for a long run game :D P.S. one suggestion : For the next video would be great if you can make a Sound on Impact with Attenuation :D THANKS A MILLION for everything
I'm undecided on how far it will go, but this does have a lot of potential and I do want to do some interesting things. Sounds are definitely coming, in fact I'm contracting a very talented sound artist for this series specifically!
@@DruidMechanicsGameDevelopment Yeah, considering the fact that this game genre is not that much out there, I am sure that these tutorials are going to be very successful on a long run, and beneficial for all of us. I can't wait to build my upcoming game with Bow and Arrow, and once I'm finished, I will put your name in the Credits section, if you agreed to. Thanks a million again
There is a lot of useful things on this video, just a suggestion, you should focus in the subject the video title says you are going to address, and skip everything else. Or at least add timestamps so the homies know what is safe to skip ;)
Getting an error when installing UE5 and trying to run it (The installed version of the NVidia graphics driver has known issues, install latest or recommended driver version, recommended NVDIA GeForce RTX 2060 Installed: 471.35 Recommended 511.79) My question is I updated my driver on the location it provided, but it still gives me this message? Will this affect anything when I am running Unreal Engine? Will my computer even handle the 511.79 version, how do I know? thanks
Hello mate, great video and explanations made me subscribe 😊✌️ i have a question tho where can i contact you for further questions like an email or website. Couldnt find one on your channel
4:09 Blueprint Character Initial Setup
5:13 Animation Blueprint Initial Setup
8:15 Setting up Essential Movement Variables in Anim Event Graph
16:40 Continue Anim BP Setup
19:00 Aim Offset Setup
21:19 Jump State Machine setup
29:49 Blueprint Setup for Shooting Arrows
48:18 Line Trace Setup
1:01:50 Fire Arrow Animation Montage
1:04:00 Prevent Spamming of Arrow Fire
I am speechless by this tutorial but I have only one thing to say "You are AMAZING!"
As a fellow UE tutorial developer I can honestly say your presentation style is great ! I initially found your channel while looking for Motion Warping tutorials and instantly subscribed. Cheers and good luck with the channel !
So easy on the eyes. Thank you for increasing the UI size for the tutorials. subbed.
In Unreal 5.3 the animclass isn't reset when changing mesh so the character will look really weird. Just a reminder that you need to reset it yourself.
yes, the Maestro returns with another banger!!! After this cant wait for the RPG series, Shivers!
Just a small tip since this was a gotcha for me on 50:19 you find the multiply node which by default is a vector * vector well if you click on the lower pin you can change the type to be a float so then it's just a singular value, it works the same but if you ever need a different type that's how you do it.
Cheers for the video
It's so annoying listening to people ask to like and subscribe. BUT YOU DESERVE IT, thanks a ton for this video series. The fast pace is a pain to keep up with but it's also perfect for review.
Loving your content so far. This video is SO good that I joined your discord and plan on buying your courses.
I'm a Unity dev, switching to UE5, and your guides are the best that I have found. You explain everything, and that shows how much time you put into this.
Thanks!
Literally my favorite Online Instructor from everyone out there ! Please keep posting Stephen, you are helping to enormous amount of people ! T H A N K S !
best logics explanation i've ever seen on youtube, thx
you go fast on explanations. you move fast and I don`t now so much like you. good tutorial for me. Thanks
That's really the first UE tutorial on the youtube where all worked from the first time out of the box (except for the input actions, had to replace them with enhanced input actions).
Help me bro my mesh was so weird 🥲🫠 and after retarget it not solve !!! Any solution or way to retarget it
Thankyou so much for this incredible tutorial. Your a absolute genius and I think the developer community would be in shambles without people like you so thankyou and this is gonna help so much with my game.
Straight up nuts man! Watching your ultimate shooter course now and its insane how much information is packed into it thank you for all your hard work.
If you use Enhanced input, do not connect the shooting throw the triggered, use the started execution. Started calling only once when you trigger the button.
Thank you very much, you did what you are never willing to do
This is one of the best Tutorials that i´ve seen in a while. Thanks for this! Its awesome & easy to understand what you are doing!
Hi Stephen, could you add a feature in which a parabolic trajectory is shown when aiming (before the arrow is released) so we can predict the arrow path to the target?
Great tutorial man. One question, sometime my arrows go through the wall even though Overlap Events are on. What could it be? Some kind of physics tick update?
I'm currently watching your Ultimate Shooter Course, after I finish it I'm gonna go grab the Multiplayer one XD I'm addicted to watching your videos, it's like watching every episode of game of thrones lol. I learned so much also just one question in the series why not just implement retarget animations in the characters for Bellica instead of trimming animations and fitting it my animations still looks off.
Thanks for a very good and intuitive tutorial that was easy to follow all the way. If I had any problems is was either because of ignorance or sloppiness, but I felt that you can really learn something from this. The only thing I didn't fully grasp was the calculations for target point. Why do you need to multiply it by 15000 to aim at the crosshair? I don't see the connection there.
Thank you very much, you're very good at explaining. easy understood accent and details are explained well.
1:00:15 How would you force the Character to aim at the angle that the crosshair is now hitting? The arrow is now correct but the Character pose is still aiming at the old incorrect angle.
Excellent guide. Only thing to improve would be to add marks in the video timeline to see where you exlain what part :D
Do you know how to rig a bow and connect it to the character?
Because I'm making myself my own character and bow and animations
Wow great tutorial and fun to watch and include in my game. Great Job.
Thanks a lot for your explainations about Aliases, such a good help !
Anyone have a link to the paragon sparrow assets? Looks like they don't exist anymore
Hi Stephen, I wonder why in the jumping section, the jump land or jump recovery animation isn't playing? Thanks
great video. i ran into an issue... when i stand close to the wall with the camera, the arrows shoot that close wall and not the place my character is looking at. my guess is that is has to do with the fact that the place we are aiming at is gotten from the camera not from the player character?
Thank you very much. You do a great explanation and teaching work! I subscribed and pushed a "like" and a "bell" buttons. Wish you all the best with your channel 👍👍👍
😍 Why didn't I find this channel before!!! 🥵
I have an issue where both the jog_fwd and the jog_left animations twist the upper half of the character about 15 degrees to the left. It might be an issue with retargeting the animations.
It it so annoying because when moving forward or left the character is not aiming where they are moving towards or where the camera is pointing. Anyone else have this issue?
In the blendspace all looks great, the bow doesn't move as the anims blend. In game, the bow moves left by a large amount if moving forward.
Muito bom. Espero que conclua todas as partes que um jogo desse precisa.
Hi, thanks for you awesome tutorial, :D , im nearly ending part one, but i have a problem , Everytime i shoot the arrows they stuck in the air :( in the message log this message appears attachTo:/Game/´ThirdpersonMap:PersistentLevel.BP_Arrow_C_15.DefaultSceneRoot´ already attach to: To:/Game/´ThirdpersonMap:PersistentLevel.BP_Arrow_C_16.DefaultSceneRoot´, would form cycle. Aborting
How Can Ignore Character class by themselves? I tried branch nodes with not boolean BP_Character but it still attach to Characters..
I have strange bag, some arrows are deeper into object, some passing through
Really enjoying the lesson though I have to take it slowly still finding my way around UE5, first time using it. Only at the 30 minute mark atm, about to set up the firing of arrows, cant wait until I do that. I was surprised by the inclusion of the Alias node in the state machines, that will take some getting used to at least for me. Since I love GoT, Shadow of Mordor, and the Horizon series I am really enjoying bringing this to life. Thankyou so much for this series! Bier bua agus beannacht.
I was about to say that after firing lots of arrows into the box I managed to get arrows attached to the Archer and causing a warning - but, you addressed that almost immediately. Cool :)
Hi Stephen, Just want to ask why my line trace is firing on the opposite side, thank you
Pure Gold!
구독 좋아요 했습니다 ~~ 튜토리얼 감사합니다 ^^
do you have to start a new project blueprint for every part of the game? say like the bow and arrow....adding a gun....creating landscapes...etc
i keep seeing new projects on other channels but no one addressed how to eventually combine everything or why they open a new project.
hello......
anybody??!?!?!?
No I did this entire tutorial onto an existing project that already had some animations and functionality and different naming conventions. It did take a little longer debugging a couple things, but you can definitely do it. If you come accross any problems just take your time and don't get frusterated would be my advice.
You are awesome! Thank you for the great tutorial!
This is really well done!
Hello Stephen, great video and explanations. Subscribed and guess I might buy your courses😊
That was truly awesome. Thank you
Thank you so much. I would love a first person version. Or can I just move the camera and hide the character model (aside from hands, bow, legs and feet) for the player?
Can I follow this steps in any paragon characters?
What would be the best way to have the projectile stick to any surface? (collider?) This method of using ''Simulation generates hit events'' is iffy to work with. (For example when using box triggers, it catches the arrows mid air.
That's just a question of collision compatibility. Typically a custom collision channel is great for controlling that.
@@DruidMechanicsGameDevelopment Think I might have figured it out. I'm using Event on hit with a sphere trace by channel. I'm usign EPhysicalSurfaces on everything so like that I can also spawn particles when hitting a specific type of surface
I'm a little confused about the whole montage slot business. Why does the preview stop playing when you changed the slot name in the montage? Is there a reason you changed the slot name instead of just leaving it as-is? Where are those slot names actually declared/defined? What actually happens when you add that "Slot 'DefaultSlot'" node to the animation graph?
This is like my 4th or 5th attempt to wrap my head around Unreal's whole animation ecosystem and it's all still pretty mind-boggling to me, but this has definitely been helpful so far, so thanks! (And double thanks for putting the rest of the series up here for free - layoffs suck, but I will definitely hit up your Patreon sooner than later!)
Hello, where could I make my own idle animations instead of having to buy them?
Too bad your tutorials are not free like Unreal Engine is, because they are very profesional, clear and right to the point. But I understand, time is money. Thank you very much anyway for this release, I learnt quite a lot !
I just wonder why Epic Games appear to be unable to provide such level of efficiency with their own tutorials. In my opinion, they are too marketing oriented to be effective.
Just a question, if I may : do you know where is the program in City Sample demo that makes the camera diving to the main character at the very beginning ,when we play the Big City level , and how we can disable it ? Thank you in advance.
If the City Sample demo topic is of some interest to you, it would be so great to watch you making a walk through the program and explain where is what , and what it does : a kind of overall program topology/architecture quick explanations.
Kind regards,
Thank you! I'm sorry, I haven't opened the City Sample demo, so I couldn't tell you.
A very useful tutorial
Thank you so much! I was just wondering since I am still learning animation, can this be used with advanced locomotion system (normal or refactored) or with any existing locomotion system? Thank you!
Really useful content.
@Druid Mechanics Could you let us know when it's okay to use Blueprints and when it's recommended to use C++ code for multiplayer games?
im using a seperate character so my bow isnt attached to the character at start in my player bp i added a skeletal mesh for my bow and attached it to the player weapon socket i have the player firing with the anim montage off sequence but when i add another play montage and play the bow firing animation it doesnt play i made an animbp for the bow set up default slot but in my player bp when i set play montage with the bow mesh as target only the sparrow anim plays not the bow anims any advice where i fucked up everything works perfect except the play montage with the bow i tried to make a bow bp but it doesnt attach to player just floats in front of him
I am !very! impressed how you explain everything. I would like you to publish in some of the following tutorials as detailed as you know :) Genshin Impact shaders, dark outline, landscape blendnig with grass and all of that in Runntime Virtual Texture. Nobody did it in the EU5 and if it is, it doesn't fit with each other .... CHEERS and KEEP IT UP !!!!!!!!
im making something similar to a classic zelda game like twilight princess this has been very useful for setting up my bow im using my own character and retargeting sparrows anims this has helped a lot setting up my ground work for it any tips for when retarget the aim offsets the right wrist looks like it 360 twists instead of just a slight 90 do i have to set up chains for the twists too i just have the main chains head spine shoulders arms legs fingers i adjusted the pose from t to a and set up everything to be identticle to the source but that wrist is really bothering me you cant see it in the third person camera but knowings its there bothers me and if i can fix it in this i can fix my shooter games too that this happens in any advice from any one?
I can't bellieve I picked a bow and arrow based concept for my first game and here's this perfect tutorial series. Lucky me - thank you so much for putting this together.
One question - when choosing the flame hit marker for P_Sparrow_HitHero - is there a way to change this colour from yellow to blue? I went with the Sparrow_Raven character mesh instead of the one you chose, and want to make the flame match the arrow colour (which I changed from the one you picked, to M_ArrowString3 as that seemed to match the idle animation arrow for Raven.
Thank you!
Thank you for this very useful video. 😁
Thank you !
very nice bro
Can you build the demo installation file, I want to try it
When I add the Sparrow mesh, my mesh gets squashed. How to correct it. Please help. Thx
I posted how to do that but looks like we have to wait until it gets accepted. But quickly, you have to go to the skeleton of sparrow and change from some animation to skeleton. I did it on the pelvis and it pretty much seems to have fixed it.
@@dougklep Thank you very much
after i land my idle anim is stuck
Thank you very much
Anyone run into an issue where the Blueprint Initialize Animation event does not fire?
Awesome
Hey Stephen. I was curious, if it's not a secret, how far you will be going with this Bow and Arrow Tutorials ? You will just show us the starting of this type of game, or you are planning to make this almost a finished game in the future ? I am sure all of us will be extremely happy if you keep on posting these Tutorials for Bow and Arrow for a long run game :D
P.S. one suggestion : For the next video would be great if you can make a Sound on Impact with Attenuation :D THANKS A MILLION for everything
I'm undecided on how far it will go, but this does have a lot of potential and I do want to do some interesting things. Sounds are definitely coming, in fact I'm contracting a very talented sound artist for this series specifically!
@@DruidMechanicsGameDevelopment Yeah, considering the fact that this game genre is not that much out there, I am sure that these tutorials are going to be very successful on a long run, and beneficial for all of us. I can't wait to build my upcoming game with Bow and Arrow, and once I'm finished, I will put your name in the Credits section, if you agreed to. Thanks a million again
@@chankulovski absolutely you can do that! Yes, and it seems to be pretty popular so I do think it will be worth it to keep it going!
Please can you make it on paragon phase 😊
There is a lot of useful things on this video, just a suggestion, you should focus in the subject the video title says you are going to address, and skip everything else.
Or at least add timestamps so the homies know what is safe to skip ;)
Wise advice
Oh No Stephen why BP ? TH-cam is populated with tutorial videos for BP. Please can you make same tutorial for CPP?.
Getting an error when installing UE5 and trying to run it (The installed version of the NVidia graphics driver has known issues, install latest or recommended driver version, recommended NVDIA GeForce RTX 2060 Installed: 471.35 Recommended 511.79) My question is I updated my driver on the location it provided, but it still gives me this message? Will this affect anything when I am running Unreal Engine? Will my computer even handle the 511.79 version, how do I know? thanks
You can try installing a different driver version
Will this work in UE4 ?
For some reasons, animations did not work for me
Looks like Paragon is no longer compatible with version 5.1
Climbing system please
Fab doesnt have paragon sparrow... help
We're hoping they get it fixed soon.
@@DruidMechanicsGameDevelopment can you share this project?
gold
Where can i download the assets ?
Search the Epic Games marketplace for Paragon Sparrow and download Sparrow
@@DruidMechanicsGameDevelopment cool thanks and btw I learn many things from your Unreal course and C++ and i might buy all your courses.
@@mushishi3994 I'm very happy to hear that! I will be very happy to welcome you :)
Took me hours to find out that collision needs to be on "Overlap" not "Block" projectile on objects that you want it to stick into. 😑
sir i bought all ur udemy tutorials please add c++ rpg mechanics, hack and slash combat please make c++ for this category.
Take my new UE5 C++ course!
Why not change your channel name to YawOffset ? Or a 2nd channel all about the Yaw xD
You demonstrated "Layered Blend Per Bone" in like, 30 seconds.
I mean, really.
Other videos take 5-10 minutes to say nothing.
You move way too fast. If you can slow down that would be great.
Hello mate, great video and explanations made me subscribe 😊✌️ i have a question tho where can i contact you for further questions like an email or website. Couldnt find one on your channel
stephen@druidmechanics.com
p͎r͎o͎m͎o͎s͎m͎ 👉