its from this asset pack: www.unrealengine.com/marketplace/en-US/product/twinbladesbundle specifically from the twinblade pack but i don't know if it was in the base or the expansion. this bundle has all the anims so thats the safest bet.
@@goeddy Awesome, thanks for that! So the weapon placement in these animations run off of the IK bones and youve built this off of ALSv4, correct?... how did you retarget the animations to work with ALS V4? I'm pretty deep into a game and I've been avoiding animations with weapon bones etc, as I haven't been able to figure out retargeting.
@@MarkGage-ip2yy so the marketplace animations all have the weapons on the IK bones. I'm using a different skeleton that has the weapon bones under the hands in the hierarchy, otherwise blending different animations is basically impossible. Retargeting in UE4 was very straight forward i'm actually still using UE4 to retarget animations and then port them over to UE5. You just need to set up the base pose once for each rig, depending on the weapon orientation you just need to rotate the weapon joint correctly. I've also retargeted all the ALS V4 animations to my skeleton. But yeah either way you are going to have to figure out how retargeting works, its actually one of the most powerful features Unreal.
@@goeddy Gah! Retargeting in UE4 and porting to UE5 did the trick. There is something going on in UE5s IK retargeter that is breaking the IK bones. Appreciate you taking the time to reply!
hey guys, can someone answer me the question on how to spin my weapon in an animation? i cant get to rotate the weapon socket in the animation, it wont let me set a new keyframe, only when i rotate the bone but then my hand is buggy
Yo, awesome! I have a question for you and would hugely appreciate a response. My lack of know-how has led to my character always having the same lower body stance regardless of upper body overlay, with square feet. This makes ugly transitions when finishing an attack animation as the character's feet slide back into neutral instead of using the animation pack's standing pose. I notice your pawn uses the animation set's full-body pose which makes for a much smoother transition from idle to attack and back. Can you please summarise how you achieved the proper lower body pose for each weapon-set?
sure thing, this is controlled by the animation layers in your idle animation. one of them is called Layering_Legs and you have to set that value to 1. imgur.com/a/FLzaoS5 there is an anim modifier in ALS that adds all those layer tracks to your animation I think (or I write that myself, I'm not sure anymore😅).
haha it actually does that sometimes, I can fix it with some adjustments though. but i have to do it for each animation and there are still some that need adjusting
Ugghh this is beautiful. Looks like something straight out of a AAA studio. Well done.
Thank you so much 🥲
For frickin free???
This looks better than most paid assets, holy
This looks really good! Really fluid. If you don’t mind, where did you get the animation of the spin attack around :29?
its from this asset pack:
www.unrealengine.com/marketplace/en-US/product/twinbladesbundle
specifically from the twinblade pack but i don't know if it was in the base or the expansion. this bundle has all the anims so thats the safest bet.
@@goeddy Awesome, thanks for that! So the weapon placement in these animations run off of the IK bones and youve built this off of ALSv4, correct?... how did you retarget the animations to work with ALS V4? I'm pretty deep into a game and I've been avoiding animations with weapon bones etc, as I haven't been able to figure out retargeting.
@@MarkGage-ip2yy so the marketplace animations all have the weapons on the IK bones. I'm using a different skeleton that has the weapon bones under the hands in the hierarchy, otherwise blending different animations is basically impossible. Retargeting in UE4 was very straight forward i'm actually still using UE4 to retarget animations and then port them over to UE5. You just need to set up the base pose once for each rig, depending on the weapon orientation you just need to rotate the weapon joint correctly.
I've also retargeted all the ALS V4 animations to my skeleton.
But yeah either way you are going to have to figure out how retargeting works, its actually one of the most powerful features Unreal.
@@goeddy Gah! Retargeting in UE4 and porting to UE5 did the trick. There is something going on in UE5s IK retargeter that is breaking the IK bones. Appreciate you taking the time to reply!
Holy Moly is so cool
Incredible.
hey guys, can someone answer me the question on how to spin my weapon in an animation? i cant get to rotate the weapon socket in the animation, it wont let me set a new keyframe, only when i rotate the bone but then my hand is buggy
Look so good and smooth
can u make how you dit it or a little review in the code?
yeah i've been thinking about doing that, but its quite a bit of work so don't expect it soon.
Where did you get the weapons from?
i built them myself
nice
Yo, awesome! I have a question for you and would hugely appreciate a response. My lack of know-how has led to my character always having the same lower body stance regardless of upper body overlay, with square feet. This makes ugly transitions when finishing an attack animation as the character's feet slide back into neutral instead of using the animation pack's standing pose. I notice your pawn uses the animation set's full-body pose which makes for a much smoother transition from idle to attack and back. Can you please summarise how you achieved the proper lower body pose for each weapon-set?
sure thing, this is controlled by the animation layers in your idle animation. one of them is called Layering_Legs and you have to set that value to 1.
imgur.com/a/FLzaoS5
there is an anim modifier in ALS that adds all those layer tracks to your animation I think (or I write that myself, I'm not sure anymore😅).
@@goeddy Thanks a lot. Feeling inspired from this video to to pick the project up and look into this later. Cheers!
Great work, is this gonna be a marketplace asset?
Thank you, though currently I am not planning to put this on the marketplace.
@@goeddyoh okay
nice! source?
goeddy.itch.io/als-combat-demo
How did you get the cloak to not phase through the character? because it looks so good!
haha it actually does that sometimes, I can fix it with some adjustments though. but i have to do it for each animation and there are still some that need adjusting
Hey I have those same looking awesome animations in my arena fighting game 😅😅😅
yeah they are really good, there seem to be few good quality alternatives on the marketplace
@LordTW I like the way your using them keep up the good work
Where can I buy the project?
Its free
Is this for unreal engine?
yup
@@goeddy damn this looks so cool
@@kevinpiot7317 Thank you :)
Awesome stuff. Did you also make the character and animation assets too?
i created the character, the animations are form the unreal marketplace
@@goeddy That's awesome. your character looks really cool with the weapon moves! What animation packs did you end up using?
@@Adardardar1 mostly its the WeaponMaster Animsets and Frank Slash Pack
Looks like larping