One thing I’d like to point out - if you’re getting shot in the left shoulder, there’s no way you’re going to use your LEFT HAND to check the wound. Most people would use their dominant hand, and this would imply 50% of the population is left handed.
@@aarepelaa1142 that’s what I’m saying. In the video, there’s only examples of being shot on the left side, and all of them use their left hand. I’m just saying they should use the opposite hand compared to where they’re getting shot.
Kibabo, what if, you try to make a procedural physical animations? It would be as follows: this would work in modules, the losing balance module, the tripping module, and each module would have different calculations to simulate different things, like euphoria
It's both. It is called physical animation. The body is simulated by the physics but it uses animations at certain parts of the body at the same time to achieve this result.
Hey, althought i know there are tools in the marketplace to do greyboxing but I haven't experimented with those, I simply used the procedural materials that come in engine with ue5, and I placed planes where I wanted the walls to be. It can be useful to start with using unlit mode because otherwise, you won't see a thing in the scene.
The hand placement uses IK, the way it works is that once the mannequin gets shot, it gets the shot location and I then set a arm IK using that location. I then use physics based animations to only animate that arm with some weight on it.
No i’m sorry making a unreal engine 5 game for mobile is kind of hard because of the optimization. My game will be for pc and maybe in the future for next gen consoles.
Thanks!, I worked a bit on it and it's even better now. Unfortunately I'm working on a full release game right now, so I will keep it for myself but thanks for the idea!
I completely overhauled this system in a new video I just posted!
Here it is: ua-cam.com/video/gviw6J86kWY/v-deo.html
One thing I’d like to point out - if you’re getting shot in the left shoulder, there’s no way you’re going to use your LEFT HAND to check the wound. Most people would use their dominant hand, and this would imply 50% of the population is left handed.
Lol there's no way you'd cover your right shoulder with your right hand either, just try it you literally can't get any good pressure lol
@@aarepelaa1142 that’s what I’m saying. In the video, there’s only examples of being shot on the left side, and all of them use their left hand. I’m just saying they should use the opposite hand compared to where they’re getting shot.
@@galvendorondo yeah thanks im gonna fix this and do another demo soon. Thanks!
wow crazy
good work
looking nice g
Thanks 🙏
Good luck!
Thanks!
Kibabo, what if, you try to make a procedural physical animations? It would be as follows: this would work in modules, the losing balance module, the tripping module, and each module would have different calculations to simulate different things, like euphoria
it is a good idea! but for a single développer it is too much work 😅
@KibakoDev How about opening this open source initiative?
@@modo_anonymato actually that would be a good idea but all of this work is for a game i’m working on so i’m trying to keep my work for the game only
what gun system is that, it's the exact feel i've been looking for
This is exactly what ive been trying to create, and ive been hopeless
Don’t worry with some time and dedication i’m sure you’re gonna achieve a similar result!
Are they moving their hand to the wound, or is that just like, physics happening
It's both. It is called physical animation. The body is simulated by the physics but it uses animations at certain parts of the body at the same time to achieve this result.
I felt sorry for these mannequins, they looked so defenseless :(
don’t worry I will make them defend themselves in the future 😂😂
Did you make these FPS animations, or did you get them? Because if so I want them!
What do you use to make your grey box shooting range area?
Hey, althought i know there are tools in the marketplace to do greyboxing but I haven't experimented with those, I simply used the procedural materials that come in engine with ue5, and I placed planes where I wanted the walls to be. It can be useful to start with using unlit mode because otherwise, you won't see a thing in the scene.
This comment will be the first to be forgotten.
Radical red
Is it very epic supercool mega awesome extremely spicy absolutely gorgeous ultimately breathing procedural animation?
Thanks I guess hahaha 😂
try making ragdoll pysics like hes gonna try standying up and add blood!!
Thanks! I appreciate you giving me ideas!
What is the name of the video game????
a game?
Where's the IK being used? On the arm/hand placement for the hit location?
The hand placement uses IK, the way it works is that once the mannequin gets shot, it gets the shot location and I then set a arm IK using that location. I then use physics based animations to only animate that arm with some weight on it.
fnaf 3 purple guy death scene or sth, idk. I haven't played Five nights at Freddy's
Will this be mobile? Please say yes!
No i’m sorry making a unreal engine 5 game for mobile is kind of hard because of the optimization. My game will be for pc and maybe in the future for next gen consoles.
is the recoil animztion procedural?
in this video, it is not but i am planning a big upgrade for this system where it is procedural
nice job. could you share this project?
Thanks, unfortunately this prototype is for a game i’m working on so I can’t share it
we need this on marketplace
Thanks!, I worked a bit on it and it's even better now. Unfortunately I'm working on a full release game right now, so I will keep it for myself but thanks for the idea!
@@KibakoDev Surely releasing it on the market would help fund your game?
game name ?
This project is named Execution. This is a very early prototype.
Euphoria physics?!?!?!? 😮
Not even close
@@MrTony2371 I know
first