Mate this is such a fast and fantastic workflow thank you so much for sharing it. you sir have well earned a subscribe out of me and I'm gonna punt your work. cheers
@@stargamesstudio66 that's great to hear! They're very helpful, and just getting the character, plus the lightsaber ignition and sounds is already exciting! I'll be watching everything you put out
@@stargamesstudio66 that's great to hear! For some reason I couldn't access your site for the downloads on my PC so I had to go on my phone and get them, then put them on my Google drive. Syrian internet lol. I'm looking forward to all this, a game with lightsaber combat is exactly what I was looking to make and you started this series just at the right time
I’ll have a short video up later tonight (USA) for the sounds when the character swings the blade. There will be a sound file download. Then I’ll have a hit detection tutorial up later in the week.
Great Vid, good explanation, I am new to using Unreal, one thing that's not clear to me is all these plugins that tend to be used in Unreal projects can they be used in games that are published commercially?
Followed the tutorial and it is a success so far. Just want to ask, how to do CROUCHING. I've created a BlendSpave1D for Crouch. But not sure how to implement it. It says skeletons are not compatible.
so becasue in the blueprint, both assets are in there, is the retarget happening live ? wouldn't that be less efficient than if the asset was updated to UE5 rig ? I mean I understand that this is to get things done quickly or does it really not matter?
@@stargamesstudio66 all good, it's defintiely really cool workaround, I was just curious if you ever measured performance to see if it makes a difference , that's all
Epic tutorial, I have one question if I done everything and everything works fine but my own character model get to wide shoulders, can I fix it at this point?
This is gold! Thanks mate!
Glad it helped!
Mate this is such a fast and fantastic workflow thank you so much for sharing it. you sir have well earned a subscribe out of me and I'm gonna punt your work. cheers
Awesome, thank you! Glad you enjoyed it!
Amazing! I added an Ahsoka character instead thanks to this tutorial! I look forward to completing this!
Glad I could help! There’s a lot of exciting tutorials coming up!
@@stargamesstudio66 that's great to hear! They're very helpful, and just getting the character, plus the lightsaber ignition and sounds is already exciting! I'll be watching everything you put out
@@adamsnell2088 I'll have more downloads for upcoming videos!
@@stargamesstudio66 that's great to hear! For some reason I couldn't access your site for the downloads on my PC so I had to go on my phone and get them, then put them on my Google drive. Syrian internet lol. I'm looking forward to all this, a game with lightsaber combat is exactly what I was looking to make and you started this series just at the right time
I’ll have a short video up later tonight (USA) for the sounds when the character swings the blade. There will be a sound file download. Then I’ll have a hit detection tutorial up later in the week.
Great tutorial!! Would love to get a bit more explanation and context for why you are taking the steps you are taking, but otherwise terrific video
Noted! I have a website. I will put an explanation tutorial in when I get a chance. Glad you like the tutorial!
Great Vid, good explanation, I am new to using Unreal, one thing that's not clear to me is all these plugins that tend to be used in Unreal projects can they be used in games that are published commercially?
Great question. Yes. The plugins are merely to get a result. The final render of your game will not include the plugin. Only the working game.
But check the EULA just to be sure lol.
Followed the tutorial and it is a success so far. Just want to ask, how to do CROUCHING. I've created a BlendSpave1D for Crouch. But not sure how to implement it. It says skeletons are not compatible.
That’s a great question. I have a video coming out later today that might answer your question. It’s about animation states and blendspace.
God! Been working on this for 5 days...
Having issues?
@@stargamesstudio66 I just did it!
Awesome 👏
so becasue in the blueprint, both assets are in there, is the retarget happening live ? wouldn't that be less efficient than if the asset was updated to UE5 rig ?
I mean I understand that this is to get things done quickly
or does it really not matter?
If you can update it to the UE 5 rig then go for it. I do it this way to use the animations and foot kinematics
@@stargamesstudio66 all good, it's defintiely really cool workaround, I was just curious if you ever measured performance to see if it makes a difference , that's all
Is this still the same for 5.4? They added alot of retargetting stuff inside the client for mixamo and other animations to rig to unreal skeleton
I haven’t experimented much with 5.4 so I’m not sure how the mixamo retargets. I heard it’s easier.
only works for like 10% of characters i have others seem to break horribly and there very similar which makes no sense
Ya. The accurig software is not infallible. Not sure what the issue is. It’s awesome when it works.
Would I be able to use this in a vr creation?
@@THEGIRAFFA I’m not sure. I would assume so with some modifications. I not adept at VR. I mostly work in third person.
@ I’m gonna try
Epic tutorial, I have one question if I done everything and everything works fine but my own character model get to wide shoulders, can I fix it at this point?
Make sure to make a separate animation blueprint for the character
WHERE WOULD I FIND THE UE_5 FOLDER?
If you are referring to the downloads for the projects: stargamesstudio.com/stargames-studio-youtube-channel-download-page/