Godot zombie game - Attempting to animate a pistol (Terrible)
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- Опубліковано 27 кві 2024
- I recently have attempted to animate some weapons, currently I have started on this pistol and I am okay with it, its not the best but not the worst, in future I would like to hire someone to do all the animations for me since I am more focused on programming then animating anything.
- Ігри
Everyone go and check out my latest video, I have taken you guys input and looks alot better!
ua-cam.com/video/Sguce7Jfjs4/v-deo.html
No need to put yourself down. I think it's coming along great!
It's ok bro, i have seen worse..
It's not that bad 👍
Dont put yourself down, just keep practicing 👍
THIS is the kind of games i like to play !
Not bad bro, it's a good start👍
looks great so far
imo you should disable a shade from player because later this could be bad but hey man it's really nice
I think it needs cam shake, hands going backwards and more power in this current animation
Nice work
If you're american I think you'd find going to the range very insperational for this kind of thing. The recoil of weapons as light as hand guns is incredible. Many places do rentals.
(Edit) just saw it says UK on your youtube page. I think you could do long gun rentals in england last I checked, but you'd probably need a permit. Shame.
The thumb/clipping is annoying and the anims aren't blending, but this is a good start!!
Thanks for pointing it out, I already know the animations are terrible, specially that glitching out thumb, I can probably fix it a little bit but I am not sure how I can fix the blending issues.
@@Dragon20C I've seen people put out a lot worse in a supposed tutorial lol. Ye the thumb thing is an easy fix. Are any of the anims procedural? Doesn't really look like it, apart from the sinusoidal sway of the gun. I think this viddy would be usefull for your given situation. One very basic (and cursed) way of getting blending to work is to have a tree of Node3Ds, where each layer handles a different animation, one handles headbob, one handles recoil, etc. Sort of like how a gyroscopic gimble works but with very different motions involved.
ua-cam.com/video/JrQicb3fwiA/v-deo.html
@@ez1170 Currently none of the animations is procedural, I already have a project dedicated to just procedural weapon animations but I am not sure how to combine baked animations with procedural for example the reloading animation has to be baked and also the draw and undraw of the weapon and a mechanical layer of the gun firing and out of ammo needs to be baked, this is really my first time animating anything decent, I will take a look at the video thanks!
@@Dragon20C lmao I didn't notice you were the dude with the goated procedural series, mb. I'm sure there's a better way, but I have the grandparent node of the gun handle procedural anims, the parent of the gun handle baked anims, so that the final transforms of the gun account for both procedural and baked elements, and have a couple IK points as children of the gun for the hands to move to.
i like it 😃😃
thanks for your kind words but you dont need to lie to me lol