thanks! I’ve got so many enhancements (stopping rolling to walls, forcing landing variations to fire to mix it up, etc) but I’m not sure how many folks would follow me down that rabbit hole
sure, the LandedHeavyCanRoll is just a function that returns a Boolean so you can respond to whichever key press in the character blueprint and set a variable to true if the timing is right, then include that variable to drive the canroll function to return true. then just make sure to reset that variable eg the next time the character is airborne
yeah, you can just add a random true/false in the HeavyLanding CanRoll function, if I get some time later, I'll push the blueprint screenshot to discord for that
@@thehiddenclips the animations are included in the GASP project and have been there since the first version, so you shouldn't have to update if you already have a copy of the Game Animation Sample anywhere.
@@pryzmgaming that's fair! I'll dig around and see if I can recommend any of the existing "make melee combat" tutorials! (If not, I'll just make a video on it as you can get pretty far pretty quickly without a lot of complexity... but it can also be really complicated depending on how far your want to go)
@threepeatgames you are a champion, don't know how you get the time.. I'm pretty much just add ing a few basic sword moves, and ninja star throwing so nothing fancy, I could probably watch any video on adding montages and that would cover it I'm sure.
Or, just use the On Landing node in the character bp, and based on the z of velocity either set ragdoll to true, play a hard landing or roll anim montage.
that's a great quick way to do something similar, but the challenge with the montages is they're not going to be motion matched on the way in and out, and in this case if you had directional rolls based on character movement (e.g. strafing right/left/backwards jumps and falls), you'd have to write all the heuristics for picking the right animation, but in this case, trajectory matching does it for you. cheers!
Thanks man amazing video
this is great I wanted something like this
thanks! I’ve got so many enhancements (stopping rolling to walls, forcing landing variations to fire to mix it up, etc) but I’m not sure how many folks would follow me down that rabbit hole
@@threepeatgames brother you got a least 1 right here
@@threepeatgames I think we all will follow you into the rabbit hole. Keep 'em coming, you're advancing a LOT in the community.
You got 2 that would follow it!
Nicee
Can i somehow to make it like if you press some button right time it rolls, if not it makes heavy landing ?
sure, the LandedHeavyCanRoll is just a function that returns a Boolean so you can respond to whichever key press in the character blueprint and set a variable to true if the timing is right, then include that variable to drive the canroll function to return true. then just make sure to reset that variable eg the next time the character is airborne
Is there a way to make it randomly do the roll animation when you do a heavy land?
yeah, you can just add a random true/false in the HeavyLanding CanRoll function, if I get some time later, I'll push the blueprint screenshot to discord for that
@@threepeatgames yes please! I am looking for how to incorporate a lot of your anime into the gasp project
where is roll animation? i cant see it
anyone else having the issue - create a new GASP project and get anims from it. Thanks for the video
you beat me to it! thanks for digging in and finding them!
I have to download a new one and import them??
@@thehiddenclips the animations are included in the GASP project and have been there since the first version, so you shouldn't have to update if you already have a copy of the Game Animation Sample anywhere.
I was needing something like this, great! Do you have any videos on adding Melee combat moves?
Not yet, but clydiie made a bunch of awesome videos integrating combat fury into GASP, highly recommend combat fury and clydiie’s videos!
@@threepeatgames I saw this but waay out of my budget as a hobbyist
@@pryzmgaming that's fair! I'll dig around and see if I can recommend any of the existing "make melee combat" tutorials! (If not, I'll just make a video on it as you can get pretty far pretty quickly without a lot of complexity... but it can also be really complicated depending on how far your want to go)
@threepeatgames you are a champion, don't know how you get the time.. I'm pretty much just add ing a few basic sword moves, and ninja star throwing so nothing fancy, I could probably watch any video on adding montages and that would cover it I'm sure.
Or, just use the On Landing node in the character bp, and based on the z of velocity either set ragdoll to true, play a hard landing or roll anim montage.
that's a great quick way to do something similar, but the challenge with the montages is they're not going to be motion matched on the way in and out, and in this case if you had directional rolls based on character movement (e.g. strafing right/left/backwards jumps and falls), you'd have to write all the heuristics for picking the right animation, but in this case, trajectory matching does it for you. cheers!
as always - amazing work!
Thank you! Cheers!