you guys are doing an amazing job! i wanted to make a tutorial series of all of this but i simply don't have the time :( excited to see what people make!
A really nice tutorial! I have a problem at about 1:15 in the video. When I assigned ik_hand_gun as the gun's parent socket, the gun didn't appear on the character's hands, instead, it appeared above the character. How can I fix this? Thank you!
This may be due to either you have not reset the socket transform, or you have animation mixing by the spine_01 bone. The problem with this method is that the ik_hand_gun bone is in the root hierarchy and not in the hand hierarchy.
Another thing is that I set the pivot pitch right after setting the values for the controller (Add Controller Pitch), using the same IA_look event, I don't know, but that thing with the tick event sounds expensive, but I'm not sure about it, I think it's simpler cuz we are handling the IA_Look event any way
With the Aiming In and Out setup, is it possible to set an additional input while 'input' was held down to create/add canted aiming? Like, create input listener for, 'hit Left ALT to cycle canted; IF right click is active, cycle to canted, if not, do nothing.'?
i just realized if we have multiple guns do we need to redo all of the aiming stuff or is it a simple duplicate and change the animations to the new gun animation and just repeat that
Having a problem that my camera seems a lil forwarded than it was in blender. In idle the charging handle is half vanished, and in aimed the rear sight isn't visible on screen. I did reset the location value to 0
great tut but i think the fov effect on the sprint is bugged, when i crouch in the during a sprint the fov remains as if im sprinting even though im crouched. it fixes itself when i sprint but none a small bug. thanks u guys are awesome
Every time I assign animations to my arms, my character's position is in a ridiculous area. What is the basis of this problem? Where could I have gone wrong? Everything is going right but my animated character is always in a ridiculous place
Hi guys, first of all thank you very much, I really appreciate what you are doing, I have a problem and maybe you can help me, I have followed the tuts and when I try with the animation asset for the FP arms, I see that the left hand 'seems' to float on the grip it's now perfectly synced, but in blender it looks perfectly synchronized with the movement of the weapon.
@@antonkovalenko3889 This may be due to either you have not reset the socket transform, or you have animation mixing by the spine_01 bone. The problem with this method is that the ik_hand_gun bone is in the root hierarchy and not in the hand hierarchy.
Another thing is that I set the pivot pitch right after setting the values for the controller (Add Controller Pitch), using the same IA_look event, I don't know, but that thing with the tick event sounds expensive, but I'm not sure about it, I think it's simpler cuz we are handling the IA_Look event any way
you guys are doing an amazing job!
i wanted to make a tutorial series of all of this but i simply don't have the time :( excited to see what people make!
The best on UA-cam. Thank you guys!
This tutorial series is amazing. Thank you
Maannn that pivot camera trickery was really insightful! I was wondering how the hell do you do that!
thank you
Amazing!
A really nice tutorial! I have a problem at about 1:15 in the video. When I assigned ik_hand_gun as the gun's parent socket, the gun didn't appear on the character's hands, instead, it appeared above the character. How can I fix this? Thank you!
reset the socket location ,is shown in the video
This may be due to either you have not reset the socket transform, or you have animation mixing by the spine_01 bone. The problem with this method is that the ik_hand_gun bone is in the root hierarchy and not in the hand hierarchy.
@@BPGames you ansered to whrong person :))
@@MaxStudioCG2023
Another thing is that I set the pivot pitch right after setting the values for the controller (Add Controller Pitch), using the same IA_look event, I don't know, but that thing with the tick event sounds expensive, but I'm not sure about it, I think it's simpler cuz we are handling the IA_Look event any way
With the Aiming In and Out setup, is it possible to set an additional input while 'input' was held down to create/add canted aiming? Like, create input listener for, 'hit Left ALT to cycle canted; IF right click is active, cycle to canted, if not, do nothing.'?
i just realized if we have multiple guns do we need to redo all of the aiming stuff or is it a simple duplicate and change the animations to the new gun animation and just repeat that
How would you adjust the ADS position say for example when you have a higher sight equipped? It would need to be moved down
Having a problem that my camera seems a lil forwarded than it was in blender. In idle the charging handle is half vanished, and in aimed the rear sight isn't visible on screen. I did reset the location value to 0
great tut but i think the fov effect on the sprint is bugged, when i crouch in the during a sprint the fov remains as if im sprinting even though im crouched. it fixes itself when i sprint but none a small bug. thanks u guys are awesome
i cant seem to get the 'get aim' in the anim event graph any ideas?
Every time I assign animations to my arms, my character's position is in a ridiculous area. What is the basis of this problem? Where could I have gone wrong? Everything is going right but my animated character is always in a ridiculous place
Thanks! I repeat after you, the question has arisen: the left hand floats a little separately from the weapon, will this be corrected in the future?
Yes
i thought the ADS would be procedural using IK
Hi guys, first of all thank you very much, I really appreciate what you are doing, I have a problem and maybe you can help me, I have followed the tuts and when I try with the animation asset for the FP arms, I see that the left hand 'seems' to float on the grip it's now perfectly synced, but in blender it looks perfectly synchronized with the movement of the weapon.
yo, i have the same things. did you solve that?
My weapon doesn't pop into the correct position when I parent it too the 'ik_hand_gun' bone. Any idea why that might be?
Your IK_hand_gun bone is probably animated in the wrong way
@@antonkovalenko3889 This may be due to either you have not reset the socket transform, or you have animation mixing by the spine_01 bone. The problem with this method is that the ik_hand_gun bone is in the root hierarchy and not in the hand hierarchy.
Help the aiming is not working. He does ads
Nvm Fucked around with the camera and it worked
This tutorial series amazing but unity tutorial plz
Thank you, brother. Is it possible to do a method in Unity?
Another thing is that I set the pivot pitch right after setting the values for the controller (Add Controller Pitch), using the same IA_look event, I don't know, but that thing with the tick event sounds expensive, but I'm not sure about it, I think it's simpler cuz we are handling the IA_Look event any way
For anybody who is reading the comment above, solution is in next video