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Sword Animset Pro UE4 animation set
Вставка
- Опубліковано 19 сер 2024
- Almost 180 mocap animations for all your medieval games.
Get it now: www.kubold.com/...
www.kubold.com
Unity version of this pack: www.assetstore...
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music: Kevin McLeod (incompetech.com)
Two-Hand Sword and Staff animations and I would buy this in a second.
Your prayers are answered! Hellish quart is here!
@@shamsher1171 Thank you!
@@shamsher1171 no staff though
@@fcweddington you still remember a 5 years old comment?
@@AlexFord-gp7by lol. I get notified via email upon replies.
If this shows up on your recommendations in 2020 it means you fux with Hellish Quart .
These animations are brilliant!! infact all your animations are brilliant
I was really jazzed the first time i watched this.. but i am now realising.. these are fencing animations, you would exhaust the hell out of yourself if that was a full size sword.
+Mikey Busch What I used there for mocap is a plastic training sword, about 0,5 kg (1.1 lb), so it wasn't that tiring really.
Those are also quite different attacks from real life fighting. In real life the attacks would be qicker, there would be no "tell" at all, so the cut would be almost instant, and you would not overswing, you would just stop the sword in a guard position.
In computer games you have to do those things and they all demand less enerygy to perform, while at the same time being more "hollywoody". So for example, without the "tell", without moving the sword back to make a swing, you would stand no chance against the AI. If you used a "real world relistic" fencing animations, the AI would execute 3 almost invisible attacks per second, just like in HEMA contests. Without overswinging, you would precieve all attacks as weak, as "light attacks". I mean, there are also light attacks in the set for the player, but there are also heavy, clumsy, strong attacks.
+Jayson Iorg In real life it would get you killed when dueling with a professional. In games there are TONS of reasons to swing wildly:
- you have a clear, satisfying visual feedback that there was an attack. If, after pressing a button, your character did instant short wrist flick and stopped immidietly in guard position, from distance it would look like a game bug, not like an attack.
- overswinging in heavy attacks gives you clear visual feedback, that this was a strong, heavy attack. It clearly shows the difference between heavy, mid and fast attacks (notice, that fast attacks are much more like proper fencing in this pack, snap cuts etc.)
- long "tell" (preparation to swing) in attacks for enemies allows you to react - block, dodge, parry, attack first. If there was no tell (like in real life), you would just loose all the time. Take a look at Dark Souls - the MAIN mechanic in this game is reading the "tell", before boss attacks and reactling before it lands.
- big swings are visible from far away, which is absolutely necessary, if you are making a mmorpg, moba, top down slasher etc.
- big, heavy swings allow you to use more variety of weapons with the same animation. For example, a short, quick cut is suitable only for a light sword. A wide, overswinging cut is suitable for one handed swords, bastard swords, warhammers, axes, aztec swords, clubs etc.
Also notice that this pack includes quick wrist cuts and thrusts, medium attacks that overswing a little bit, as well as what we call in games "heavy attacks". You don't have to use them all in your game. You can just use the quick ones, you have a choice - it's your game. I just provide variety of aniamtions to choose from.
you know whats a real lifesaver for people who use Mixamo rigs with these is the bind pose animation in this pack its absolutely amazing for re targeting
Simply incredible! I'll go buy this right now!
I have no words...Great artist !
So this is where Blade and Sorcery got their music and animations
Wow these are great aaa quality and well worth the price!
you sir are an artist well done
Bow and Crossbow Animations would be perfect for my Project !
Very nice animations, love the half-swording.
Kubold is best in fight animations!
Beautiful animations bro, damn!
these look amazing, will be buying once i get paid
These look really good!
That 1:17 was quite the epic.
Isn't there any block animtion? Did i miss them? Also, do you plan on making more animations for the UE4 market place? Your animations are, for me atleast, the best ones.
I've learnt more in this animation than with any other actual swordsman youtuber...
When i saw fencing as the animation i was sold! lol
thank you i will practice on key frame animation for my soldier
thanks for sharing!
I see where blade and sorcery got it's animations from
Would definitely be interested in two-handed heavy weapon animations.
What about a double sworded animation set?
+Paky Mangano Hmm, I'll add it to the list...
+Jakub Kisiel (Kubold) Hell I'd purchase it if it was added. Dual swords could also be handy as dual daggers too.
+MrPendulum47 Just to be clear, if I do a dual wielding set, it will be a separate set.
+Jakub Kisiel (Kubold) I don't think we'd want it any other way :)
+Iyobo Eki Well, I can see how a 500 mocap animations set would be attractive, you could make a whole complex battle system, but I imagine the price would be a showstopper for many hobbyists. That's why I'm slicing it to smaller sets (170 anims is not that small btw.)
Awesome work !.
Would buy the hell out of this if it had a casting animation or two. So hard to find animations where the character is holding a sword and using magic with the other hand.
3:43 You could use a taunt, or customise it yourself. It is a very good animation set, just saying.
Its a free one on maximo
Untold Studio I had considered it, but the problem with mixing sets is that they don't transition well between poses.
This would be even more noticeable with sets of the quality shown in this video.
Looks just like Greedfall.
They used some of these for Blade & Sorcery
Amazing Animations!!!
sooo nice
Çok teşekkürler! Çok ilginç bir iş!
It's a shame that you didn't put it on this holiday sale or I would've bought it.
Ninjutsu animation and movement please ! :)
wow,very best.
Add this to hellish quart as generic customizable peasant character
Do you have some pack that casts spells, magic?
so realistic! amazing!
best ones at 1:36
Not bad,but they are all one hand animations,I need some animations with two hands on the sword
great work! this is the best looking sword animation set i've seen.
do you have any vids showing collisions? if so, this looks like the pack to buy
+Salmontres What do you mean vids showing collisions?
+Jakub Kisiel (Kubold) i mean videos where it shows two characters attacking each other. Or, do you have animations for things like attacking a wall and cancelling the attack. Those kind of collisions with world objects.
Salmontres
ua-cam.com/video/KHkyVOc3nrg/v-deo.html
ua-cam.com/video/hE375no19H4/v-deo.html
ua-cam.com/video/pV_1FuZbDBk/v-deo.html
Of course you can do better, it's just a matter of creating a good logical combat system. As you can see, you can even use those animations in fighting with Vive controllers.
+Jakub Kisiel (Kubold) wow! great work! i'll pick up the pack from the unreal marketplace
how to make the transition between you movement anim pack this pack? please make a tutorial
Did you use motion capture suit for this or did you make these animations in a conventional way?
provocar 3:42
defensa 2:16
ataque 1:32
Wait is this all motion capture? Its pretty sick
Jakub Kisiel Polak? Do tworzenia tych animacji wykorzystujesz swój zestaw mo-cap czy u zewnętrznej firmy się tym zajmującej?
+Łukasz Stasiun mam swój :)
Jakub Kisiel
Ile ciebie to kosztowało? Bo myślałem zrobić swój zestaw ale na bazie specjalnego kodu analizującego obraz z kamerki internetowej i znaczników na ciele, (biblioteka OpenCV). A taki normalny zestaw pewnie jest koszmarnie drogi.
this works with the newest version of UE4, or is there anything speciel to note?
this is so great.
Awesome! Any chances for two-handed animations in the future? :)
So Jakub, I know you used to do these for Unity. Have you pre-dorminantly shifted focus to unreal now?
+Iyobo Eki I really have no focus on a specific engine - the animations are the same, they will work in any engine - Cryengine, Source engine, Frostbite... any 3d engine.
I love all your animations packs but the deaths arent that good because the guy always holds out his hands to brace the fall but a dying man would just fall, would you consider updating the packs so that the death animations are more realistic?
Now just imagine the art fatigue when all medieval indie games will have the exact same animations over and over again! For prototyping it's OK but for a serious game the animations should be custom made.
I guess I'd rather have more new ideas put out there than to always have new animations. A lot of games have a lot of polish put in at least, art wise, these days but offer nothing new in terms of gameplay.
that's it! i give up on animating!
+nikolai ganovski I have 11 years of AAA studio experience as an animator. My early animations... suck :) So don't worry, keep animating! You get better with each clip you make.
+Jakub Kisiel (Kubold) thanks for the tip! i'm just a beginner and i use maya 2009
If we buy these anim sets from the marketplace, are we allowed to tweak and/or edit them to fit our purposes? I'm specifically making a sword and gun game, and this anim pack is the closest there is to the proper movements for it, but I would still need to make minor changes to fit my game.
+Timmy Skittles Yes, you can modify the animations to use them in your game.
I've bought a lot of your sets, movement, rifle, pistol, cover, and I'm thinking about this one, Could it looks okay for melée weapons like axes or hammer?
поляки красавцы! могете!!!
I found animation for my project :)=
Hey Jakub , potential client here :)
I have a question : Are these animations suitable for 1st person games? Can you see the hand holding the sword from a first person perspective ?(with the camera attached to the head )
+Ace of Sloth You can see the sword, but not always. When the character takes a swing, the sword goes out of the view, just like in real life. Also the head moves way too much for FPP (because in real world you look at your target with your eyes really, not with your entire head), so you would have to dampen the rotation on the camera, or something... I would say using this for FPP character is possible, but it will require some slight modifications (the rigged source FBX files are provided).
Jakub Kisiel oh ok well i'm not an animator so idk how to use 3ds max's animation tools..What pack would you recommend for first person sword animations ?
Ace of Sloth I have no idea. I don't want to say that nobody is selling those, but I never saw one.
If you don't want to hire an animator, your best shot is to start learning basics of animation. You don't need a lot of skill to tweak an already made animation, or at least delete the rotation keys from the head bone to make it steady.
How does movement for giant monsters and dragons work? is those just animations?
I would love a tutorial on how to implement this Animset with the Advanced locomotion system v3. Any chances you could help out?
What MoCap equipment did you use? My friend is an animator and is limited to just an XBOX 360 Kinect and a free trial of Breckel
Why is he limited that way?
Budget and resources, we're nothing serious
Sporech Ok, well... I'm afraid I can't tell you I do all this with Kinect and trail version of some software, I'm sorry. Check out Optitrack or Vicon if you want to buy some mocap hardware. I would advise just scheduling a mocap session in your nearest mocap studio instead though, if you just want to make a game. 1 day of mocap recording is waaaaay cheaper than buying the whole studio.
Okay, thanks! I'm not at all surprised by this lol. Probably best to purchase some animations, your ones are amazing btw!
Maya tutorials avaible for each animation?
tuts plz tuts and some of the games u made reviews i need to see ur work
Hmm dont know if you still look at comments for a old video like this, but is there any chance of gettting this for free? Im working on a sword game, hard finding good anmations. Or is that impossible? :? Sry for bad english!
A pitty, there are no hit reactions when you get hitted from the back :-(
Amazing animation. How do you make animations so smooth without mocap?
+Praxics They're mocap^^ Take a look in the Descriptions
Pls Make Animations with two daggers
this is more like fencing :P
"this is more like fencing"
Fathers look like their sons.
Mister Guy sons will look like fathers..how can fathers look like their future sons? hahahah
besides, fencing is a sport, sword fight was combat in those days.
i was wondering can i change that sword weapon to another weapon
Why the fuck is stomedy's music at the beginning? O.o I got a nice laugh at it. (Thumbs up)
Can these be used as first person animations? I'm am very new to unreal engine and dont know to much about how animations or blueprints work. Thanks :)
FAQ: www.kubold.com/?page_id=450
I'm thinking about buying this for my project, along with some of your other asset packs. If i got this would i be able to apply it to custom models fairly easily? If there is any tutorials on how to do this to a non-base ue4 charter please let me know as well
+Nathan Tebbe Hi, yes:
My tutorial: ua-cam.com/video/u87GKmTnDu0/v-deo.html
Epic's tutorial: ua-cam.com/video/xy9aLbZLdeA/v-deo.html
+Jakub Kisiel (Kubold) Thanks, I'll buy myself a copy later this week!
Too bad it doesnt have anything with blocking with a shield while walking / attacking etc, is it possible to blend that in somehow?
Oh, theres a seperate product for that. Great
Still curious how to solve switching between blocking and not blocking, would it be possible to blend the right arm between holding a shield and not to achieve this?
if i get this does this contain just the animations or has it got a template with the player controller
+NextLevelStudio Just animations, sorry.
Can the animation be retargeted to arms only?
How do you change the type of sword?
Which song though
Question- How can I get a maya rig that works with your skeleton? To get this manikin inside maya witih the same skeleton and parenting as yours, but having rig controls (not just skeleton) to add my own additional / different animations? Then exporting back into unreal to use seamlessly with the root motion system I've already made using your movement set?
+ChimeraProd Just open the fbx surce file, which is included in the pack, in Maya and turn on the HumanIK rig.
Please see the FAQ, you can find more informations liek that there: www.kubold.com/?page_id=450
Jakub Kisiel Ohh theres a human ik rig! Perfect! I was thinking i'd have to use the epic rigging toolset. Thanks!
Jakub Kisiel Does the fbx humanik rig work with the 4.10 skeleton?
ChimeraProd Just to be clear: there is no such thing as 4.10 skeleton. Unreal does not introduce new skeletons with every patch for the Engine.
You probably wanted to ask if the skeleton in my packages, rigged with HIK rig, is the "white robot" skeleton used in UE. Yes it is :)
Jakub Kisiel Really appreciate the help, but I'm having problems importing in maya. Motionbuilder everything works fine, but when I import the fbx to maya or send from motionbuilder to maya, the sword is not skinned to any bones, the shield is on the floor, and the sword actually has keyframes on its object instead. Really weird. Any way to fix this? So I can work with both maya and motionbuilder with your human ik rig seamlessly? Or is this just a problem with maya 2016 ?
The link doesn't work can you help me ?
can this work with the sword and shield pack?
can i use this in skyrim
is there a aim offset in here ?
1:58
atualize 4.9 work?
+Lee CopasRoad (LegendarySchool) Yes, why wouldn't it work? It will work in any software that can import FBX. UE4, Unity, CryEngine... - anything that supports fbx.
how can I make my own move such that :( sorry I'm newbie can u teach me ?
Giswa Nugraha this is motion capture, not animation, so you can't make it. this is done with expensive high quality equipment
Nicoyutub Yup. Also, I've been working as an animator in various game companies (also Epic and CDP-RED) for 11 years, so I got lot's of practice.
Nicoyutub wow that's amazing
+Giswa Nugraha you can learn to do this, Motion capture equipment is now affordable and you can also learn how to edit and clean up your own motion capture. First start buy learning the basics of animation and then moved to character animation. I also recommend studying rigging and skinning as well. That's what I did. It's not easy but you can do it. Practice everyday if it's something you really have a passion for and never let anyone tell you can't do something. Good luck.
+deepelements Yup, generally you can buy a semi-pro optical mocap for about the same money as a SUV + a rent for a big room (100 square meters at least, but it can be way outside the city in a shack, so it's cheap) every month. It's a good career choice, if you find animation fun. All games need animations, so it's very easy to get a job (especially if you own a mocap studio, you're an instant hire for anyone, even if your skills are so-so).
would this be too heavy (server-wise) in an mmorpg?
+Federico Gaggioli I don't think you need to send animations through internet in mmorpg, so it completly doesn't impact the connection. All you need to send is hit information, position and rotation of characters, their speed etc.
if you are asking such questions then you need to learn a lot more about game design before even thinking of MMORPG
"would this be too heavy (server-wise) in an mmorpg?"
No, because you shouldn't be running animations on the server. Also, don't try to make an MMO. It's way harder than you can imagine (judging by the question you just asked), not to mention that the money it will cost to run is the kind of thing where you need funding. Try to make an extremely simple game first. We're talking "Pac-Man Clone" here. Get it 100% working. High score board, intro screen, demo play, multiple levels, extra lives, the whole thing. It is way, way harder than new game developers think. For your own sake, take this advice.
succ
Don't listen to these guys man. You can accomplish anything using UE4 but it'll take thousands of hours
Вроде движеться неплохо, НО ЕСТЬ ОДНО НО.....
он машет не мечем!! а как будто палкой!
НЕТ ВЕСА МЕЧА (и как понимает весь сброд... тоесть вся аудитория - движения были бы совсем другими)
Покажи свои работы
он говорит дело ,ты не купил видео карту, сказал свое мнение что она хуже другой, тебя же не просят показать видео карту что ты сделал. Он критикует и он прав , ощущение что он палкой от мух отмахивается
Hey Jakub I have used some of your animations for my project check out on my channel :)
Which video? I'm curious to see what other people are doing with this set.
TrickWithAKnife go on my channel you'll see