Hey guys, we'll be releasing the parts gradually, twice a week! Grab the complete tutorial source files here: infimagames.gumroad.com/l/fps-tutorial-source-files Check out our other work here: www.unrealengine.com/marketplace/en-US/profile/Infima+Games
Here are some tips to improve your workflow: 1. Turn on Transform Tool (Shortcut "T") 2. Turn Wireframe Opacity to "0.25 - 0.50" (You can also turn your wireframe complexity down if that helps.) 3. Make shortcuts for your most used actions (ex. setting origin to center of object)(Shortcut "Q")(Right Click in the dropdown menu's to add one) 4. As stated in the video, turning your "Transform Orientation" to "Local" really helps.
For people having issues with setting up Copy Transforms at 38:08: I'm not using the same model as the dude in the video, so I stumbled into a problem when I was setting the Copy Transform constraint from my Mesh to SKEL. The reason of this was that my object was rotated and it was trying to 0 every rotation (mark it as XYZ euler). To fix the issue press CTRL+A and then select Rotation (or Location if you moved the object) and it should do the trick!
This Series is going to be so so great!!! Can't wait to watch it all... Thank you so much for providing so much high quality information for free on this channel. You are truly a goat!
Amazing Tutorial, been a big fan since all the way back when you released the low-poly fps pack on unity! It's cool to see how much more polished this new tutorials and assets are!
Best tutorial ive seen for rigging guns in blender to export to unreal , i've had so much trouble in the past with getting problems doing this but now i understand what am doing a lot more thanks Infima 👍👍
This is so practical I've been doing hard surface for a year now and I always wanted to rig my models and animate them This workflow is so amazing and practical. thanks a lot
Thanks man! this tutorial is great, i've never rigged a 3d model before and your video helped me out a lot. I've modeled 3d object for 3d printing but this is totally different. I'll be honest though, i paused the video more times than i'd like to admit. New to blender and Unreal Engine, well, new to game dev in general. I've been scouring youtube for help and i was glad i found your video.
Hello everyone This comment is for those who had magazine bug at 28:19 for coping the transforms Well go to Object Mode and click on Grip bone once Then hold Ctrl and press button A on keyboard after all click on scale and your problem will be solved❤❤
Man i would sell my soul, 1 leg, 1 hand, 3 toes, and forced to step on Legos for 5 mins to see how you rigged them arms with whatever game rig tools thing you said.
Before I begin this tutorial: Thank you for this. I'm brand new to Unreal Engine, but this is going to be a huge help for me. I'm making an incremental FPS game, like if you combined Doom, Half Life, and Cookie Clicker. I'll make sure you are mentioned in the credits. Thank you, again, for the tutorial. Merry (late) Christmas, and happy (early) New Year's!
The size of the gun is most conveniently determined by the rail. Because the size of the rail is highly determined, each tooth is 10mm apart. When modeling, make the bullet and the rail first, and you can basically determine the size of the entire gun.
Linear motions, like a trigger, collapsable stock, or even, what can be move like a linear, can be produced by using shape keys (without using any bone) (don't forget enable import Morph targets, in unreal, on import dialogue). It can be animated in any action, what you want... And yepp! You can forget about the grip bone, by naming the vertex group (of the gun base), the same, as the armature name) 21:17 For example - Your armature named by SKEL_AssaultRifle... You can rename it by grip, and delete the grip bone inside of the armature)🎉❤😊
26:34 For example - Shape keys can limit motion of the trigger or bolt, to your needs, without any additional works with control rig. This is used only to determine the initial and final state of the selected vertices, and it can already be interpolated directly in the animation along the curve, without any bone constraints 30:17 😮 And it works as the same with rotation 31:10 (x2 😮)
22:25 You use the root object of the Armature as the root itself, then you can not build a hierarchy inside the Armature, but simply add the necessary bones, by your needs
@InfimaGames How did you make the texture from all the assigned materials ? I can't seem to figure that out, and it is one of the most important parts of the whole series, especially in case we want to use the rest of TastyTony's models. Please give us some pointers on how you have removed the materials from the weapon and how you've made the texture itself. The rest of the series looks pretty interesting, and I can't wait to start working on animations !
Im having trouble when trying to get the magazine to move with the bone, when i assign the target to SKEL_AssaultRifle in the Copy Transforms constraint, it makes the magazine go to the center and it gets really small,
Would love a tutorial on creating the arms from manny and setting up a rig. Any chance for this? Kinda want to see it from the very start to get more of a proper teaching.
@@nicola783 I will give that a try in the morning, I was noticing the issue around the 28 minute mark when trying to connect the mag to the gun. Thank you in advance
Hey, at 6:12 when you import the fbx file, i try to do it but it doesn't work and gives an error: Python: Traceback (most recent call last): File "C:\Program Files\Blender Foundation\Blender 4.3\4.3\scripts\addons_core\io_scene_fbx_init__.py", line 217, in execute if import_fbx.load(self, context, filepath=path, **keywords) == {'FINISHED'): File "C:\Program Files\Blender Foundation\Blender 4.3\4.3\scripts\addons_core\io_scene_fbx\import_fbx.py", line 3343, in load _(0 File "C:\Program Files\Blender Foundation\Blender 4.3/4.3\scripts\addons_core\io_scene_fbx\import_fbx.py", line 3342, in fbx_item[1] = blen_read_light (fbx_tmpl, fbx_obj, settings) File "C:\Program Files\Blender Foundation\Blender 4.3\4.3\scripts\addons_core\io_scene_fbx\import_fbx.py", line 2237, in blen_read_light lamp.shadow_color = elem_props_get_color_rgb(fbx_props, b'ShadowColor', (0.0, 0.0, 0.0)) AttributeError: 'SunLight' object has no attribute 'shadow_color' Can you help me?
Apparently it was fixed in versions 4.3.1 and 4.4, but as of today Steam only has version 4.3, so if you're using steam to manage your blender install this won't work until steam updates the version it supports
Hello, what should I do if the timecode is 27:48, when I also put copy transform and bone Magazine, then my Magazine becomes very large and the location gets out of place. I did everything according to the lesson, what should have gone wrong?
This is happening to mine too! Were you able to get it figured out? Update: Somehow I seriously messed up the pivot and had put it back to origin instead of keeping it centered to the mag. Idk how that happened, but I'm hoping it's fixed now!
You have to select the gun and set scale to 1 by pressing Ctrl + A then scale. Do this for gun and mag both and that should correct any scaling issues you were having. I had scale at 6 for my gun so mag was becoming very small but that fixed it for me
It is useful however some patches changed Blender, in the part where you rig the mag, copy transforms made the mag stubborn, however copy location and copy rotation worked better
@@ABZ.SOA10 you need to switch mode (edit mode and object mode) when he proceeds quickly. I just watched the video one more time and thought about every process again.
@@AmirAmzx404 You should not be confused with each other to modify the length and scale by focusing on switching between the edit mode and the object mode
It's crazy to think about how Valve was the one to spearhead the major use of bone rigging and animation. They wanted to push more cinematic animations for characters and gameplay vs what we had with DOOM and Wolfenstein. Very nice video man, currently working on it very slowly to make sure I don't miss a detail. 🔥
Did you make the mag separate because the rifle can exist without the mag standalone? In a different video i saw them use vertex groups for the mag as well
@@sisqobmx Im using s&box actually. But same process applies in unity or unreal. Upload magazine solo as a separate mesh, turn off magazine mesh on the full weapon. And parent solo magazine to full weapons magazine bone.
@@Dallas4090 That makes sense yep thanks for the explanation. Did you export the weapon mesh with the mag included? Or did you export the wep mesh seperately from the mag? And wow its kind of suprising to see s&box user! when is it getting released?
@@sisqobmx Yea, I snuck into private access like 5 months ago. It’s a pretty dope engine. I don’t think there is a release date yet, but a few weeks ago it was opened up for public access. So you should download and check it out.
Hello! i have a quite strange problem with Copy Transform on Magazine Bone. My Magazine become really huge when i apply the copy transform on it(this moment 27:52) Does someone know how to fix it? Its working correctly i mean its moving with the Grip bone but i dont know what happened to the size Well, i have solved the problem by just appling the scale of bone....
Thanks man, you're a lifesaver. I had this exact problem, my mag wanted to disappear when copying transforms. Turned out i forgot to apply scales and was using a different scale for the mesh than for the skeleton(armature)
It's not an addon, just a saved preset that fills in the export settings, you can add one yourself by pressing the plus button next to where it says "Operator Presets" 👍
How would I animate different attachments like underbarrel grips or different mags? Do I rig all attachments in one file and hide it in animation or is it all the same bone with more meshes ?
The best approach would probably be to add a "grip socket" inside Unreal Engine that represents the location of all grips, and then making sure that your grip meshes have the same pivot point, this way you can use the same socket for all grips and they will align perfectly, you would also need to create custom idle and aim pose animations so that the hands and fingers line up correctly for each attachment. As for the magazines you could export them as static meshes and attach them to the magazine bone, just make sure that the pivot point of the mesh is aligned correctly with the bone inside of Blender.
Awesome tutorial! One quick question, did anyone else have an issue where the trigger bone was pulling some vertices with it that weren’t part of the trigger? All the other bones worked just fine but for some reason the trigger is buggy.
If the trigger bone is moving other parts of the model it most likely has random vertices assigned to it, you can go through the vertex groups one by one and check which parts of the model are assigned to each bone, make sure that only the trigger part of the model is assigned to the trigger bone vertex group, hope that helps :)
@@InfimaGames thank you so much, I must’ve made a mistake somewhere I’m not sure where, but I just deleted the bones and remade them again and didn’t have any issues. Thanks again!
I know I’ve been asking a lot of questions but I’m very new to unreal and I’m still confused on how you guys do fps. For the lpsp is it a mannequin with a set of arms attached to it? Or how did you guys have it set up
I had a constant problem at this point that the magazine was getting very small 27:48 so I used "Child of" then I selected all the same components in it and clicked "set inverse" in it. I hope I helped someone.
It actually helped! But now when I wanted to add constraints to the Gun model "&t=38m22s the gun model also got very small, do you know if there is a fix for this?
@@jaysartchannel honestly, I don't really remember what was in this lesson, but in fact we only added a movement restriction for the shutter and trigger, that is, they simply forbade moving along the same coordinates, so I don't know how to help, try not to forbid the weapon itself to move
i fucking love you ... ive watched this thing 5 times and my mag kept rotating and offsetting i pray your pillow is cold on both sides and you have the best nights sleep ever
Just in case someone else runs into this issue, I put the constraint on my Magazine and all the sudden it "disappeared" I kept going back and seeing did I miss a step. Eventually I accidentally went into edit mode and seen something small... for some reason my clip shrank lol so be sure to check for that if it happens to you lol.
Honestly, if you need to watch a tutorial on how to rig a gun like this You shouldnt be trying to make a game where you need to rig guns like this Keep it simple guys
most people are doing this to learn or for a hobby (not just to make a game). Everyone has to learn at some point and you cant just magically learn how to rig a gun, im sure you started similarly. Also why are you here if you knew how to do this? lol
Hey guys, we'll be releasing the parts gradually, twice a week!
Grab the complete tutorial source files here: infimagames.gumroad.com/l/fps-tutorial-source-files
Check out our other work here: www.unrealengine.com/marketplace/en-US/profile/Infima+Games
Here are some tips to improve your workflow:
1. Turn on Transform Tool (Shortcut "T")
2. Turn Wireframe Opacity to "0.25 - 0.50" (You can also turn your wireframe complexity down if that helps.)
3. Make shortcuts for your most used actions (ex. setting origin to center of object)(Shortcut "Q")(Right Click in the dropdown menu's to add one)
4. As stated in the video, turning your "Transform Orientation" to "Local" really helps.
I didn't even watch the tutorial and I know its good
You are back! The last one on FPS animation was so great. This will be great too. I can feel it!
For people having issues with setting up Copy Transforms at 38:08:
I'm not using the same model as the dude in the video, so I stumbled into a problem when I was setting the Copy Transform constraint from my Mesh to SKEL. The reason of this was that my object was rotated and it was trying to 0 every rotation (mark it as XYZ euler). To fix the issue press CTRL+A and then select Rotation (or Location if you moved the object) and it should do the trick!
You have given the blender community so much, I would have never learned a good reload animation workflow if it wasn't for you. Thank you!
The best, most detailed video on the market so far, keep it up!
This Series is going to be so so great!!! Can't wait to watch it all... Thank you so much for providing so much high quality information for free on this channel. You are truly a goat!
Amazing Tutorial, been a big fan since all the way back when you released the low-poly fps pack on unity! It's cool to see how much more polished this new tutorials and assets are!
This was awesome! Thanky you for making this series, I can't believe you guys are putting this out for free, incredible!
Best tutorial ive seen for rigging guns in blender to export to unreal , i've had so much trouble in the past with getting problems doing this but now i understand what am doing a lot more thanks Infima 👍👍
You can rig your characters/guns directly in UE5 and create even control rigs there. Tested it and it works like a charm
Not was I was expecting but I’m all for it!
This is so practical
I've been doing hard surface for a year now and I always wanted to rig my models and animate them
This workflow is so amazing and practical.
thanks a lot
This series will be very useful!
Thanks man! this tutorial is great, i've never rigged a 3d model before and your video helped me out a lot. I've modeled 3d object for 3d printing but this is totally different. I'll be honest though, i paused the video more times than i'd like to admit. New to blender and Unreal Engine, well, new to game dev in general. I've been scouring youtube for help and i was glad i found your video.
Hello everyone
This comment is for those who had magazine bug at 28:19 for coping the transforms
Well go to Object Mode and click on Grip bone once
Then hold Ctrl and press button A on keyboard after all click on scale and your problem will be solved❤❤
This series is a hidden gem, thanks really ♥️♥️
Man i would sell my soul, 1 leg, 1 hand, 3 toes, and forced to step on Legos for 5 mins to see how you rigged them arms with whatever game rig tools thing you said.
Very cool! I'm waiting for the next part!❤
Very excited for this tutorial! how often will videos be posted? also where can I support?
Twice a week! You can check the Gumroad link in the description, you can support us there! Make sure to grab the free source files too! :)
I now know how to rig a gun! New skill unlocked! Thank you! I am gonna try rigging my own pistol model next and see how it goes. 💪
Before I begin this tutorial:
Thank you for this. I'm brand new to Unreal Engine, but this is going to be a huge help for me.
I'm making an incremental FPS game, like if you combined Doom, Half Life, and Cookie Clicker. I'll make sure you are mentioned in the credits.
Thank you, again, for the tutorial. Merry (late) Christmas, and happy (early) New Year's!
That's great to hear, wishing you best of luck on the project! :)
at 6:30 i had to deslect by shift + left click twice intead of right
The size of the gun is most conveniently determined by the rail. Because the size of the rail is highly determined, each tooth is 10mm apart.
When modeling, make the bullet and the rail first, and you can basically determine the size of the entire gun.
Amazing! Thank you so much, You Are Great, I love U! ❤
great playlist for beginners and gameDev lovers, thanks buddy...
Part 1: I was here ! 🫡
🫡
🫡
🫡
Linear motions, like a trigger, collapsable stock, or even, what can be move like a linear, can be produced by using shape keys (without using any bone) (don't forget enable import Morph targets, in unreal, on import dialogue). It can be animated in any action, what you want... And yepp! You can forget about the grip bone, by naming the vertex group (of the gun base), the same, as the armature name)
21:17 For example - Your armature named by SKEL_AssaultRifle...
You can rename it by grip, and delete the grip bone inside of the armature)🎉❤😊
26:34 For example - Shape keys can limit motion of the trigger or bolt, to your needs, without any additional works with control rig. This is used only to determine the initial and final state of the selected vertices, and it can already be interpolated directly in the animation along the curve, without any bone constraints 30:17 😮 And it works as the same with rotation 31:10 (x2 😮)
22:25 You use the root object of the Armature as the root itself, then you can not build a hierarchy inside the Armature, but simply add the necessary bones, by your needs
@InfimaGames How did you make the texture from all the assigned materials ? I can't seem to figure that out, and it is one of the most important parts of the whole series, especially in case we want to use the rest of TastyTony's models. Please give us some pointers on how you have removed the materials from the weapon and how you've made the texture itself. The rest of the series looks pretty interesting, and I can't wait to start working on animations !
same question
i knew i recognized that voice lol david ur blender tut on udemy was great and this is looking good too. Big ups to both of ya
Thank you very much for your dedication and for making this free content available, it helped a lot, I learned a lot. thank you very much. 🙏👏
Im having trouble when trying to get the magazine to move with the bone, when i assign the target to SKEL_AssaultRifle in the Copy Transforms constraint, it makes the magazine go to the center and it gets really small,
same prob here, any fix?
Would love a tutorial on creating the arms from manny and setting up a rig. Any chance for this? Kinda want to see it from the very start to get more of a proper teaching.
Very good tutorial :) thanks for creating this
thanks! this cleared some stuff up for me :)
In the end min 38:10 when i put the Copy Transform the gun model changes places and the magazine too idk why pls help
Did you figure anything out?
@@JixxerBSi forgot to apply the scale in the begining😂😂 that was the problem after watching the vid 3 times
@@nicola783 I will give that a try in the morning, I was noticing the issue around the 28 minute mark when trying to connect the mag to the gun. Thank you in advance
@@nicola783 Thanks mate u save me lots of time ❤🩹
this didnt fix for me :(
Hey, at 6:12 when you import the fbx file, i try to do it but it doesn't work and gives an error:
Python: Traceback (most recent call last):
File "C:\Program Files\Blender Foundation\Blender 4.3\4.3\scripts\addons_core\io_scene_fbx_init__.py", line 217, in execute if import_fbx.load(self, context, filepath=path, **keywords) == {'FINISHED'):
File "C:\Program Files\Blender Foundation\Blender 4.3\4.3\scripts\addons_core\io_scene_fbx\import_fbx.py", line 3343, in load
_(0
File "C:\Program Files\Blender Foundation\Blender 4.3/4.3\scripts\addons_core\io_scene_fbx\import_fbx.py", line 3342, in
fbx_item[1] = blen_read_light (fbx_tmpl, fbx_obj, settings)
File "C:\Program Files\Blender Foundation\Blender 4.3\4.3\scripts\addons_core\io_scene_fbx\import_fbx.py", line 2237, in blen_read_light
lamp.shadow_color = elem_props_get_color_rgb(fbx_props, b'ShadowColor', (0.0, 0.0, 0.0))
AttributeError: 'SunLight' object has no attribute 'shadow_color'
Can you help me?
Hey I am getting the same error, were you able to remove the error?
@@mohammadsarwat2586 I am also getting that error if either of you get it fixed plz lmk how
Same here, can't import the gun model :(
Apparently it was fixed in versions 4.3.1 and 4.4, but as of today Steam only has version 4.3, so if you're using steam to manage your blender install this won't work until steam updates the version it supports
Hello, what should I do if the timecode is 27:48, when I also put copy transform and bone Magazine, then my Magazine becomes very large and the location gets out of place. I did everything according to the lesson, what should have gone wrong?
This is happening to mine too! Were you able to get it figured out?
Update: Somehow I seriously messed up the pivot and had put it back to origin instead of keeping it centered to the mag. Idk how that happened, but I'm hoping it's fixed now!
You have to select the gun and set scale to 1 by pressing Ctrl + A then scale. Do this for gun and mag both and that should correct any scaling issues you were having. I had scale at 6 for my gun so mag was becoming very small but that fixed it for me
It is useful however some patches changed Blender, in the part where you rig the mag, copy transforms made the mag stubborn, however copy location and copy rotation worked better
This helped a lot thank you!
Disregard my original saying you can add multiple meshes to one armature and rig them with empty groups and assigning them into the mag vertex group
Man.. What I want is that desktop background!
at 27:48 If I select SKEL_AssaultRifle, mag is suddenly getting much bigger than gun... what I need to do for this.. help me teacher
I think at 18:52 I just change the scale instead of length but is this cause??
did you figure out how to fix this
@@ABZ.SOA10 you need to switch mode
(edit mode and object mode) when he proceeds quickly. I just watched the video one more time and thought about every process again.
Same😢!
How did you fix that?
@@AmirAmzx404 You should not be confused with each other to modify the length and scale by focusing on switching between the edit mode and the object mode
Uh doesn't the static mesh have usually x axis as forward in Unreal Engine?
It's crazy to think about how Valve was the one to spearhead the major use of bone rigging and animation. They wanted to push more cinematic animations for characters and gameplay vs what we had with DOOM and Wolfenstein. Very nice video man, currently working on it very slowly to make sure I don't miss a detail. 🔥
Thank you so much!
I can't believe that its a free tutorial
Did you make the mag separate because the rifle can exist without the mag standalone? In a different video i saw them use vertex groups for the mag as well
Yeessss keep it coming
sir character rig series plz
this was 7 mohts ago but i need help bc i cant import the weapon bc it says sm about sunlight error or something
yeeaaaa thanks for the tutorial
Amazing one.... Thanks
What is the process of converting the textures like on the original model to the one used?
A blender tutorial isn't blender tutorial if we don't delete the cube 🤣
Great video, was there any reason to have the bones lay flat instead of standing straight?
It's so that they match the default rotation in Unreal Engine, which is a bit different compared to Blender 👍
Hey can u please create one video like this on muskets
Any reason for exporting the skeletal mesh without the magazine?
Since the magazine is moving by constraint, the mesh wont move in the game engine during reload animation. (This is a problem Im currently having)
Nevermind, I added the magazine mesh as a child of the magazine bone in my game engine. And I got the correct behavior.
Do you use Unreal or Unity? And if unreal, can you explain how did you set the magazine mesh as the child of the magazine bone?
@@sisqobmx Im using s&box actually. But same process applies in unity or unreal. Upload magazine solo as a separate mesh, turn off magazine mesh on the full weapon. And parent solo magazine to full weapons magazine bone.
@@Dallas4090 That makes sense yep thanks for the explanation. Did you export the weapon mesh with the mag included? Or did you export the wep mesh seperately from the mag? And wow its kind of suprising to see s&box user! when is it getting released?
@@sisqobmx Yea, I snuck into private access like 5 months ago. It’s a pretty dope engine. I don’t think there is a release date yet, but a few weeks ago it was opened up for public access. So you should download and check it out.
Hello! i have a quite strange problem with Copy Transform on Magazine Bone. My Magazine become really huge when i apply the copy transform on it(this moment 27:52)
Does someone know how to fix it? Its working correctly i mean its moving with the Grip bone but i dont know what happened to the size
Well, i have solved the problem by just appling the scale of bone....
Thanks man, you're a lifesaver. I had this exact problem, my mag wanted to disappear when copying transforms. Turned out i forgot to apply scales and was using a different scale for the mesh than for the skeleton(armature)
@@sisqobmx No problem. Im glad to hear that)
When I went to add the vertex groups, only one was created: "Grip," it was all the bones grouped. How do i get separate vertex groups?
Creating a multiplayer game where i want the full character mesh to show for other players, not just the arms. How can i do this? Thanks! :)
Can you maybe explain how do I do the rigging if I want to have 2 magazines? (meaning I want the animation to be double mag)
can somneone help me pls? Whenever I use: Copy Transforms - onto the Mag, it becomes verry small and I cant make it bigger
This is most likely due to the scale not being applied on the magazine mesh, it should be set to 1,1,1 before adding any constraints to it
This Tutorial is very good!! Thank you~ ; )
Glad you like it! :)
when i did with empty groups the mesh got really big and flipped 90 degrees how do i fix that
can you help me, when i rotate the bone the mesh shrinks
39:44 hi i have a question: what addon is it for export to U5(i don't have it)
It's not an addon, just a saved preset that fills in the export settings, you can add one yourself by pressing the plus button next to where it says "Operator Presets" 👍
@@InfimaGames Ok, and thank you for your tutorials!
i couldnt find the "manny"
Hey, that's a great gun! will you teach us how to model it as well?
Hey, the gun model we're using is made by TastyTony, you can find their work on Sketchfab 👍
How would I animate different attachments like underbarrel grips or different mags? Do I rig all attachments in one file and hide it in animation or is it all the same bone with more meshes ?
The best approach would probably be to add a "grip socket" inside Unreal Engine that represents the location of all grips, and then making sure that your grip meshes have the same pivot point, this way you can use the same socket for all grips and they will align perfectly, you would also need to create custom idle and aim pose animations so that the hands and fingers line up correctly for each attachment.
As for the magazines you could export them as static meshes and attach them to the magazine bone, just make sure that the pivot point of the mesh is aligned correctly with the bone inside of Blender.
Awesome tutorial! One quick question, did anyone else have an issue where the trigger bone was pulling some vertices with it that weren’t part of the trigger? All the other bones worked just fine but for some reason the trigger is buggy.
If the trigger bone is moving other parts of the model it most likely has random vertices assigned to it, you can go through the vertex groups one by one and check which parts of the model are assigned to each bone, make sure that only the trigger part of the model is assigned to the trigger bone vertex group, hope that helps :)
@@InfimaGames thank you so much, I must’ve made a mistake somewhere I’m not sure where, but I just deleted the bones and remade them again and didn’t have any issues. Thanks again!
14:00
getting error with fbx importing on blender 4.3.0
How did you select case by clicking L? I can click only one face or vertex
I can't select the whole mesh by pressing L. I just drag to select the object, and if anything extra is included, I delete it
After removing doubles, it was resolved
when i make the bone constraint copy transforms and make the bone the mag the mag is at a 90 degree angle and is backwards
think i found a fix
it happened again at the end when you make the bone constraint on the main body! ugh!
ok applying transforms fixed it
Oooooooooohhhhhhh i love it
🤩
I know I’ve been asking a lot of questions but I’m very new to unreal and I’m still confused on how you guys do fps. For the lpsp is it a mannequin with a set of arms attached to it? Or how did you guys have it set up
For LPSP we use the UE4 Mannequin as a Skeleton, and we're using just the arms as the Skeletal Mesh rigged to it.
@@InfimaGames ooohhh that makes more sense
I had a constant problem at this point that the magazine was getting very small 27:48 so I used "Child of" then I selected all the same components in it and clicked "set inverse" in it. I hope I helped someone.
It actually helped! But now when I wanted to add constraints to the Gun model "&t=38m22s the gun model also got very small, do you know if there is a fix for this?
@@jaysartchannel honestly, I don't really remember what was in this lesson, but in fact we only added a movement restriction for the shutter and trigger, that is, they simply forbade moving along the same coordinates, so I don't know how to help, try not to forbid the weapon itself to move
i fucking love you ... ive watched this thing 5 times and my mag kept rotating and offsetting i pray your pillow is cold on both sides and you have the best nights sleep ever
Just in case someone else runs into this issue, I put the constraint on my Magazine and all the sudden it "disappeared" I kept going back and seeing did I miss a step. Eventually I accidentally went into edit mode and seen something small... for some reason my clip shrank lol so be sure to check for that if it happens to you lol.
How did you fix it? Mine shrank and got rotated 90* along the y axis.
Stretching the pirhiforhme
someone explained whole viewmodel animating in 23 min
Honestly, if you need to watch a tutorial on how to rig a gun like this
You shouldnt be trying to make a game where you need to rig guns like this
Keep it simple guys
That's the most nonsensical comment I've seen in a while.
@@syndicate_rezza must be a troll
most people are doing this to learn or for a hobby (not just to make a game). Everyone has to learn at some point and you cant just magically learn how to rig a gun, im sure you started similarly. Also why are you here if you knew how to do this? lol
Dang, I thought it’s gonna be a paid course 😊