Hi very nice tutorial thank you. I have a question about animations can you make the switching (when pressing shift in your project) smoother animation quickly comes in handy and quickly goes away )?
Ok, so you will have to find a way to smoothly change the "Alpha" (The One that connects to the Layered Blend Per Bone Node at 13:15) Variable in the AnimationBP. You may be able to do that by making a Timeline when switching the ArmMode Variable, but also possible that there are more direct soloutions. Good Luck and have a happy week :)
Hi, depending on how the effect should look you could try different ways. You dont need to make an Aim Offset then. I would set up Input events in the Charakter blueprint and then talk to the AnimBP to change the pose using a state machine. Alternatively you could make an Animation Montage for every Armpose. You can call these directly in the Character BP. Just be sure to Set up a Slot in the Anim BP wich will only move the arm. Good Luck!
Hola. Haven't looked into it yet. Right now i have many other projects. I think it should work very similar. Can not promise anything but i'll let you know if i get some news on that. Greetings.
Good tutorial, easy to follow but can we do something to keep hands remain up in the air after deactivating, like what if we dont want our hand to snap back to its orignal pose. Any suggestion please
Im working with a robot arm used in car manufacturing and try control multiple bones, but the only issue here is once i deactivate the bone it goes back to its base pose
Not shure if this will work because i havent tried it yet. But i think in the animBP, in the event graph. You could take the branch using the arm modus and place it before the logic that finds the mouse position. Cut out the alpha variable and hook it up so that On true it executes the logic and on false it does nothing.
Flippin awesome
Great tutorial, thank you!
Hi very nice tutorial thank you. I have a question about animations can you make the switching (when pressing shift in your project) smoother animation quickly comes in handy and quickly goes away )?
Ok, so you will have to find a way to smoothly change the "Alpha" (The One that connects to the Layered Blend Per Bone Node at 13:15) Variable in the AnimationBP. You may be able to do that by making a Timeline when switching the ArmMode Variable, but also possible that there are more direct soloutions. Good Luck and have a happy week :)
es there a way to move the hand with the A.D,W,S?
Hi, depending on how the effect should look you could try different ways. You dont need to make an Aim Offset then. I would set up Input events in the Charakter blueprint and then talk to the AnimBP to change the pose using a state machine. Alternatively you could make an Animation Montage for every Armpose. You can call these directly in the Character BP. Just be sure to Set up a Slot in the Anim BP wich will only move the arm. Good Luck!
Do you think you could remake this in UE5?
Hola. Haven't looked into it yet. Right now i have many other projects. I think it should work very similar. Can not promise anything but i'll let you know if i get some news on that. Greetings.
bongior
Tutorial for Version 5: ua-cam.com/video/Hh4om_A7ufk/v-deo.html
Can you do an update please?! It didn't work on 5.2 and not a lot of tutorials out for this....
Hi, sorry, have been super buisy. Can't promise to make it anytime soon, sorry :(. But i'd let you know if there's news.
Hey, so after reading the comments, got me thinking and i'll go for the UE5 tutorial. Give me some time, but i already started working on it :)
So the video is out there: ua-cam.com/video/Hh4om_A7ufk/v-deo.html
Thank you!!! Lots of help!
Good tutorial, easy to follow but can we do something to keep hands remain up in the air after deactivating, like what if we dont want our hand to snap back to its orignal pose. Any suggestion please
Im working with a robot arm used in car manufacturing and try control multiple bones, but the only issue here is once i deactivate the bone it goes back to its base pose
Not shure if this will work because i havent tried it yet. But i think in the animBP, in the event graph. You could take the branch using the arm modus and place it before the logic that finds the mouse position. Cut out the alpha variable and hook it up so that On true it executes the logic and on false it does nothing.
Thanks ill try