CGC members can watch the full course here: cgcookie.com/course/animating-first-person-character-weapons-in-blender Or you can get it on the Blender Market: blendermarket.com/products/animating-first-person-character-weapons-in-blender Recommended videos: -How to Animate a Smash Bros Attack: ua-cam.com/video/3kTYazhO3fs/v-deo.html -How Overwatch Conveys Character in First Person: ua-cam.com/video/7Dga-UqdBR8/v-deo.html -The Art of Destiny's First-Person Animation: ua-cam.com/video/CXFLu8cityA/v-deo.html -The First-Person Animation of Overwatch: ua-cam.com/video/7t0hLZd_8Z4/v-deo.html -Chicken Head Tracking: ua-cam.com/video/_dPlkFPowCc/v-deo.html -Satisfying Reloads | The Art in Reload Animations: ua-cam.com/video/ym_mNU6DWK8/v-deo.html -Revolver Reload: ua-cam.com/video/9WasgRxx6r4/v-deo.html -Big Mag: ua-cam.com/video/lmIlogViPes/v-deo.html
@@cg_cookie Is it possible with blender to remove death animations from games so that the deaths just go straight to ragdoll (as long ragdolls are already in the game)
I love how Battlefield has made their animations in sections. Battlefield 4, for example, you can start reloading, say, a bolt action rifle. You can pull the bolt back, and drop the mag out, and then switch weapons (Say an enemy catches you in a reload up close and you need your sidearm), and then when you switch back to the rifle, you'll start putting the new mag in. Without pulling the bolt back again, or dropping the same empty magazine again. It's not only good during development of the animations, but actually serves a function in game!
@@SoulSolDieR7 been wanting to get it for a while, actually. I have the original Insurgency, just haven't had the money as of late to spend on games since I can't work with this virus, heh
thats what im going to do in my game, im going to add variables like "magout" and "chambered" that only turn true when a certian time of the reload is reached (so if the reload is three seconds after 1 second the magout variable will turn true) and when you switch weapons the magazine will not be in the gun, and you will finish the reload from the point you left off.
@@null301_ Ehhhhh, not so much? It's more of it just sorta shakes the gun to seem like it was playing it. Plus, it only works with shoves, not actually putting the guns away. You switch weapons, you gotta play the animation again, even if you put the mag in, in the animation.
From experience: if you need to do an animation, where both hands need to hold the gun by themselves at different times (such as bolt action reload), its better to make the gun the parent for the hands. Also, to keep things clean with constraints and stuff, its better to stick with multiple blend files than all in one. Having bones with several child of constraints gets messy real fast. Also, last tip, get the free addon called dynamic parent. I dont know if some of these tips are gone through in the course, but they should help a lot.
Im an aspiring game developer i have so many ideas for my fps but i don't have the skill or knowledge i tried to look for tutorials and this video was recommended to me. This video is very helpful i save it when i start my game development
2:49 it reminds me of the program Stellarium where you can press J, L and Shift plus those repeatedly until you get nice (monitor) frame rate syncronizations, like smooth sky movements, multiple sky images hovering in place, or planets moving in weird ways (make sure you set the location to other planets or moons as well, if you want to try).
Thank you for your advice with the weapon camera, I spent 2 days looking for and trying to make a shader in unity, read 10 scientific articles about panini projection, and I just had to create an additional camera... This fixed 3 issues at once, changeable FOV, clipping, and bad shadows on the weapon.
Whoa, awesome! Didn't realize the weapons FOV thing, but now that you mention it it's fairly obvious! Some older games didn't do that IIRC, and I think they compensated by moving the camera forwards or something? The weapons were distorted, but gameplay was not affected.
can i just say about the camera rotating. getting in a titan in titanfall1 was the best thing ever! the way you get spun around and shoved in was a lil confusing but it really made you feel outgunned by this monster picking you up like a ragdoll and dropping you in the pilot seat
Head bobble/camera shake and motion blur are the 1st settings i disable. I also loath intense camera shake/jank for shooting animations. Its migraine inducing and an example of just because you can add something doesn't mean you should if it detracts from the enjoyment
@Trediculous - Yes, definitely. Some parts are kinda quick, so have to rewatch some parts a few times, but tons of great info. Would have helped to have some illustrations along the way - the cg cookie guys are really good at that aspect - definitely plan on taking a bite from the cookie soon as well.
I like that point of view for that weapon. It is absolutely perfectly positioned. I hate moder ego-shooters with those huge guns just so they can show off all those fancy details. It feels like your riding a tank not holding a gun
There is also balancing that has to be considered. Heavy weapons take longer to reload, lighter faster weapons are quick and snappy, and then there’s everything in between, it’s not just style.
@@randomdude6679 It doesn't need to make sense if either the character cannot see it or the other players can see it but not notice it. A good reason to animate a second magazine would be if you have a free look function in your game if your game is purely centered around realism.
I'm an indie game dev making my first game(Wich is an fps), well it's not exactly my first project but it will be my first game I recently made some animations for a 9mm pistol but I have to re do them because I made a horrible newbie dev mistake but luckily it's just the 9mm animations and not the animations for every single weapon in the game XD I hope the game turns out good I want it too be a survival game with procedural geniration I want there to Al's be a dungeon that when it enter it it works like a rogue-like Game And when you die you go back to a main base area (Wich will be the only non procedurally generated place werin you can build) I want it to be Soo that in order to progress the game you need to play the rogue-like dungeon By exploring it you find new weapons and even people, who you can take back home to your base
Now that's a perfect viewmodel size. Less than 30% of the screen overall obscured. Now you might be saying, but Real, most games don't cover 30% of the screen with a viewmodel! And you're right, not literally, however the weapons presence is larger than the model itself, because obscuring part of something is not much different than obscuring all of something, especially when a split second of movement can be the difference between death, or escaping with a sliver of life.
I always cringe at camera shake. Even past what your body's able to stabilize, you can move your head A LOT while keeping your eye on something and without the "image" shaking, you might just maybe notice tilt a bit. Sight does not mean camera. But hey what do you expect, BF3 put a bunch of dust on your eyeballs lol
0:44 if that how do it realtime then YES its only way. safe ammo. reload when can. you can die in one time in real. lets make it vr too. one experience then buy again xD
dude, we can't get what you mean. Your English writing skills are kinda bad, but I will try to get some meaning out: *If that is how you would do this In real life, then YES this would be the only way. No need to worry about the ammo and you will only need to reload when you're safe, away from the enemies. In real life, you only die once. Lets do the same In VR as well. You die and then you have to buy the game again xD* EDIT: *oh and i can't write in English lol* (that's the guy saying it :D)
You mentioned something about using two cameras ,I was wandering if your were suggesting using both at the same time but from my understanding only one camera can be set as the main
Basically, you have one camera set for the actually distance and look of your weapon while the main camera is used for the player to actually look. You can make the weapon look either closer or further with this.
Most of it its true but the part where you have to keep top to bottom of the screen in the middle clear, reaaaallllyyyy just depends on the game: If you're playing games like overwatch, csgo, some other crazy shit i dont know about, yes you can try to keep as much eyesight as possible. But if we are talking about games like Escape from tarkov, Battlefield 5 etc. animations that block most of the view just seems more realistic and reasonable, because, well its realistic. Cool video tho.
It's funny, how the GDC video from bungie is mentioned to not block the sight, however in destiny 1, the launchers were so big, they blocked almost the entire right side of the view. Not really nice either imo
I am doing animations for my fps multiplayer game however i have no idea if i shall animate a fpp and tpp mesh seperatly or i should try to make a full body look good from the outside as well
When animating the camera, rotation is fine. But it can't be random rotation, it must have a focus point in 3D space, which is how you keep from getting dizzy in real life, your eyes always stay focused on a spot in the world around you. Ballet dancers train specifically to do this while spinning and jumping to stay focused. Look at Star Citizen's approach here.
Lol was just watching this video and saw u tagged crafter of swords we used to play minecraft together all the time and make UA-cam videos lol I doubt he knows his clip is used in one of your videos I am going to check out his channel and let him know
How do you animate the mag in a reload anim ? Is it a part of the gun that you hide/snap into the hand making it look like it's a new one ? Do some game spawn a mag prop during the reload anim to make it look like a physical object ?
I see here guns are part of the animation and not a game object placed in the hands and tracked as a separate object. Is this how all AAA games do it? Do they they separate run animations for every gun?
No because this video seems to assume you have no intentions of using your animations in an actual product. There are shader based ways of ensuring your gun and viewmodel arms stay infront of everything, but its a lot of complex math.
I'm just starting to program i started with python for learning basics and then I'll go to C++ for unreal engine, I'm gonna have to learn to animate to do characters damn ..
most important is that you DO NOT MOVE OR OBSCURE THE FUCKING CROSSHAIR. basically overwatch fails completely on the 2 most basic rules, just shows how much the devs know about making an fps
Weapon view models can be cool but I don’t want half of my screen taken up by a model that contributes nothing to gameplay. I think they should be designed only to indicate what a player is holding.
Try looking up panini projection? I can’t say for sure it’ll work but it was mentioned in the replies to a similar comment so I felt it might be something to look into
I just want people who make fps games to keep this in mind is all I'm saying. It's easy enough to implement. I know there are often issues with the viewmodels when the fov is set too high. I prefer to have the option than to be limited by what the devs want me to see, since I am the one deciding if I even care about the viewmodels clipping. For me, the worst case of fixed viewmodel fov would be in Rust, where they fixed all viewmodels fov to some really low number and made the guns look short and fat because they wanted them to look less flimsy. Don't expect a reply to this, since its so late. I just had the urge to explain why I left the comment.
I'm a novice animator, and while I really like reloads and have some very simple reload animations (not in first person), but would also like to get into fantasy games and would like advice for sword or melee animations. Any advice?
loafi Best advice I can give as someone in a fairly similar position to you is to try and look at reference material and study it intently. For example, in terms of melee animations, I can do it without needing too much reference as I do tae kwon-do so I have a more innate ability to understand how hand movements work and how attacks, restraints and blocks are meant to feel even without the actual physical feeling, but when it comes to martial weapons such as swords, axes and even more unique weapons like staves and chain whips, look at people attack with them in real life if possible, but don’t be afraid to use other media as reference as they are (usually) based on the information that you’ve not been able to glean. I would take a grain of salt when it comes to the animations from other media as some of them can be quite... interpretive, to put it mildly, but as long as you can identify the issues with those animations, I can’t imagine there will be many issues
I love the idea of animating but I just cant learn how to use unity at all. The Minigame that it makes you do when you first install it isn't much help and I cant find a decent tutorial out there. I Just want to learn how to make a map with buildings you can go into Drawing/Modeling/Importing/Animating all of them and also how to model my own guns to do these reload animations. I'm not the most talented but I'm sure I can get somewhere if I try
in most cases yes, but in this instance hes only mentioning the fov of the gun itself, separating it to the main camera fov. so usually in games if you higher the fov, you'll notice how the your view of not only the environment has expanded, but the gun model itself. this usually causes problems with models and animations. so in this case only the environment is being effected, not the gun model and animations
@@Ty-on9mz so say viewmodel FOV, or weapon FOV, not FOV, not everyone watching his vidyas are animators, and as such don't instantly assume that everything is referring to animation, and that lingo usually used for, say, straight-up FOV is not being used for only viewmodel FOV.
I keep the arms and gun in single animation file....... And do the same for all the guns. Am i doing it wrong ? then how do i export arms and guns individually to unity?
CGC members can watch the full course here: cgcookie.com/course/animating-first-person-character-weapons-in-blender
Or you can get it on the Blender Market: blendermarket.com/products/animating-first-person-character-weapons-in-blender
Recommended videos:
-How to Animate a Smash Bros Attack: ua-cam.com/video/3kTYazhO3fs/v-deo.html
-How Overwatch Conveys Character in First Person: ua-cam.com/video/7Dga-UqdBR8/v-deo.html
-The Art of Destiny's First-Person Animation: ua-cam.com/video/CXFLu8cityA/v-deo.html
-The First-Person Animation of Overwatch: ua-cam.com/video/7t0hLZd_8Z4/v-deo.html
-Chicken Head Tracking: ua-cam.com/video/_dPlkFPowCc/v-deo.html
-Satisfying Reloads | The Art in Reload Animations: ua-cam.com/video/ym_mNU6DWK8/v-deo.html
-Revolver Reload: ua-cam.com/video/9WasgRxx6r4/v-deo.html
-Big Mag: ua-cam.com/video/lmIlogViPes/v-deo.html
THE MONEY IS IN EUROS OR DOLLARS ???
did u make the next course for linking the gun to the robot in unity i cannot find it on cgcookie
@@yachaleef9288 I have not, the series ends here for now.
@@cg_cookie Is it possible with blender to remove death animations from games so that the deaths just go straight to ragdoll (as long ragdolls are already in the game)
ua-cam.com/video/U57IeGUAK7E/v-deo.html
I love how Battlefield has made their animations in sections. Battlefield 4, for example, you can start reloading, say, a bolt action rifle. You can pull the bolt back, and drop the mag out, and then switch weapons (Say an enemy catches you in a reload up close and you need your sidearm), and then when you switch back to the rifle, you'll start putting the new mag in. Without pulling the bolt back again, or dropping the same empty magazine again. It's not only good during development of the animations, but actually serves a function in game!
I suggest you to check Insurgency Sandstorm, animations on this game are incredible!
@@SoulSolDieR7 been wanting to get it for a while, actually. I have the original Insurgency, just haven't had the money as of late to spend on games since I can't work with this virus, heh
thats what im going to do in my game, im going to add variables like "magout" and "chambered" that only turn true when a certian time of the reload is reached (so if the reload is three seconds after 1 second the magout variable will turn true) and when you switch weapons the magazine will not be in the gun, and you will finish the reload from the point you left off.
Same with left 4 dead
@@null301_ Ehhhhh, not so much? It's more of it just sorta shakes the gun to seem like it was playing it. Plus, it only works with shoves, not actually putting the guns away. You switch weapons, you gotta play the animation again, even if you put the mag in, in the animation.
From experience: if you need to do an animation, where both hands need to hold the gun by themselves at different times (such as bolt action reload), its better to make the gun the parent for the hands. Also, to keep things clean with constraints and stuff, its better to stick with multiple blend files than all in one. Having bones with several child of constraints gets messy real fast.
Also, last tip, get the free addon called dynamic parent. I dont know if some of these tips are gone through in the course, but they should help a lot.
I haven't tried that addon, thanks for the tip!
where can i get the add?
@@justgo7617 Here you go, king. blender-addons.org/dynamic-parent-addon/
Parenting the hands to the gun is absolutely genius. Thank you so much.
Wow bro, same experience
I'm not even an animator and I found this interesting. Cool content.
@5iLent i bet your a tps gamer right?
@@fluffehpancakes1102 I BET IM AN FPS GEEMER AND YOU HUH
i was just browsing youtube and ended up here
@@xpercade8926 begone
@@fluffehpancakes1102 ok?
DUDE AT 0:19 THATS ME Thanks for giving me credit
I GoT No AiMBoT glad you reload too much
How did you find this video though?
@@LijoThomasTeezy It popped up randomly in my suggestions and i thought why not click it sounds interesting haha
@@zect556 shalom
Literally was searching for tips and tricks of fps animations for the past 2 days. Thank you for the video
2:49 , when she is home alone
Uh, no. pls
yers
@YES Yas
When step sis got stuck in the washing machine again
2:58 right after you said that I saw this and low key thought it was a diagram of penetration for a second 😂😂😂
You know a video is interesting when it's a tutorial for something you don't even do, yet you watch it all the way to the end with great focus
Ikr
Ikr
Im an aspiring game developer i have so many ideas for my fps but i don't have the skill or knowledge i tried to look for tutorials and this video was recommended to me. This video is very helpful i save it when i start my game development
2:49 it reminds me of the program Stellarium where you can press J, L and Shift plus those repeatedly until you get nice (monitor) frame rate syncronizations, like smooth sky movements, multiple sky images hovering in place, or planets moving in weird ways (make sure you set the location to other planets or moons as well, if you want to try).
2:46 my sense of humor is so bad I laughed here
lol
that is kinda funny tho
All I could think of was "BLARGHWUARGHLARALA" So I getcha
Trying to find Creative Commons videos of people running with a Go Pro was extremely entertaining 😄
Thank you for your advice with the weapon camera, I spent 2 days looking for and trying to make a shader in unity, read 10 scientific articles about panini projection, and I just had to create an additional camera...
This fixed 3 issues at once, changeable FOV, clipping, and bad shadows on the weapon.
ua-cam.com/video/U57IeGUAK7E/v-deo.html
Whoa, awesome! Didn't realize the weapons FOV thing, but now that you mention it it's fairly obvious! Some older games didn't do that IIRC, and I think they compensated by moving the camera forwards or something? The weapons were distorted, but gameplay was not affected.
How great first person animations are made...
"Hyper"
can i just say about the camera rotating. getting in a titan in titanfall1 was the best thing ever! the way you get spun around and shoved in was a lil confusing but it really made you feel outgunned by this monster picking you up like a ragdoll and dropping you in the pilot seat
i would forgive an absolutely insanely long animation, if i got like 400 bullets with it
Reloading miniguns or LMGs in a nutshell
So basically every heavy weapon reload in a game then
dang, this is one of the few tutorials that actually takes into account the complexities of game development instead of just covering the keyframing.
0:48 Wow this was dope
Head bobble/camera shake and motion blur are the 1st settings i disable. I also loath intense camera shake/jank for shooting animations. Its migraine inducing and an example of just because you can add something doesn't mean you should if it detracts from the enjoyment
Currently working through Pierrick's rigging course, but have a feeling I'll be taking this one next.
@Trediculous - Yes, definitely. Some parts are kinda quick, so have to rewatch some parts a few times, but tons of great info. Would have helped to have some illustrations along the way - the cg cookie guys are really good at that aspect - definitely plan on taking a bite from the cookie soon as well.
Going to college soon and learning game tech and hope some day I can make my own game and animations
Wooow goodluuuck
Good luck then
imagine how time the animators spent in keyframing call of duty modern warfare 2019 guns
super cool. Nice workflow
1:48 - Was that subtlety of your voice edits while you're talking about neutral transition an intended thing?
thank you so much! This was very helpful
I like that point of view for that weapon. It is absolutely perfectly positioned.
I hate moder ego-shooters with those huge guns just so they can show off all those fancy details. It feels like your riding a tank not holding a gun
Hyper’s animation is amazing
watched and enjoyed this fully aware that I cant do any of this
Bruh i felt that
0:48 Lol! Very funny! I enjoyed it.😂😂😂
Did not expect to see sjd here
I’m starting to learn this stuff hehe I’m new to it
There is also balancing that has to be considered. Heavy weapons take longer to reload, lighter faster weapons are quick and snappy, and then there’s everything in between, it’s not just style.
Awesome video!!
Love you cg cookie man, it's cool. Thanks for this valuable information mahn, damn
Im mostly in to arch viz but this is cool
The laziest and most classic way to animate a reload animation
Put the empty mag into the gun again
Yeah i can understand that though
Me when I don't have enough nerf magazines to reload
csgo.
there is nothing lazy about that. Why waste time and resources animating 2 mags when 1 will do just fine?
@@randomdude6679 It doesn't need to make sense if either the character cannot see it or the other players can see it but not notice it. A good reason to animate a second magazine would be if you have a free look function in your game if your game is purely centered around realism.
@@board7374 Take at example reaper of overwatch, he throws away 2 magnum guns and out of nowhere he gets new fully reloaded ones
I'm an indie game dev making my first game(Wich is an fps), well it's not exactly my first project but it will be my first game
I recently made some animations for a 9mm pistol but I have to re do them because I made a horrible newbie dev mistake but luckily it's just the 9mm animations and not the animations for every single weapon in the game XD
I hope the game turns out good
I want it too be a survival game with procedural geniration
I want there to Al's be a dungeon that when it enter it it works like a rogue-like Game
And when you die you go back to a main base area (Wich will be the only non procedurally generated place werin you can build)
I want it to be Soo that in order to progress the game you need to play the rogue-like dungeon
By exploring it you find new weapons and even people, who you can take back home to your base
i so want to make a mobile game i think i have one in mind but have no idea where to even start with it. watching your videos are great tho
Can u do a blender tutorial on shooting a sci fi weapon?
Just so future people know, the second camera is mainly to avoid the gun clipping into walls
bro you've got TALENT! do you work for a videogame company? (ps im new to the channel)
Idk if it's the case, but destiny has a third person view so second camera might be that, instead of fov, but that's just a guess.
Now that's a perfect viewmodel size. Less than 30% of the screen overall obscured.
Now you might be saying, but Real, most games don't cover 30% of the screen with a viewmodel!
And you're right, not literally, however the weapons presence is larger than the model itself, because obscuring part of something is not much different than obscuring all of something, especially when a split second of movement can be the difference between death, or escaping with a sliver of life.
I got an ad for CG Cookie before this video.
Very interesting, and thanks for the links to watch more about the topic in the description :)
Imo destiny animations for the guns are the best of any game
I always cringe at camera shake. Even past what your body's able to stabilize, you can move your head A LOT while keeping your eye on something and without the "image" shaking, you might just maybe notice tilt a bit. Sight does not mean camera. But hey what do you expect, BF3 put a bunch of dust on your eyeballs lol
Hey great course, but is there modeling course of this gun?
0:44 if that how do it realtime then YES its only way. safe ammo. reload when can. you can die in one time in real. lets make it vr too. one experience then buy again xD
i dont speak foreign
dude, we can't get what you mean. Your English writing skills are kinda bad, but I will try to get some meaning out:
*If that is how you would do this In real life, then YES this would be the only way. No need to worry about the ammo and you will only need to reload when you're safe, away from the enemies. In real life, you only die once. Lets do the same In VR as well. You die and then you have to buy the game again xD*
EDIT: *oh and i can't write in English lol* (that's the guy saying it :D)
What
You mentioned something about using two cameras ,I was wandering if your were suggesting using both at the same time but from my understanding only one camera can be set as the main
Basically, you have one camera set for the actually distance and look of your weapon while the main camera is used for the player to actually look. You can make the weapon look either closer or further with this.
I just want to see a realistic animation, seeing the forward assist be used a charging handle in CS hurt my eyes.
Thank you, great video
Most of it its true but the part where you have to keep top to bottom of the screen in the middle clear, reaaaallllyyyy just depends on the game: If you're playing games like overwatch, csgo, some other crazy shit i dont know about, yes you can try to keep as much eyesight as possible. But if we are talking about games like Escape from tarkov, Battlefield 5 etc. animations that block most of the view just seems more realistic and reasonable, because, well its realistic. Cool video tho.
It's funny, how the GDC video from bungie is mentioned to not block the sight, however in destiny 1, the launchers were so big, they blocked almost the entire right side of the view. Not really nice either imo
Wow I'm still figuring out how to make a moving doll in Blender
Not sure if you've seen it but Hardcore Henry is a good movie entirely in first person
ok but the real question is how do you attack your camera to rig? 4:21
thank you for including hyper videos lol
The 77 fov for destiny is probs a reference to bungie's favorite number, 7
In 3:11 you did a prefect getting up animation with camera animation, this part is not include in tutorial!!! Why?!
It’s not a tutorial of how to get up using a robot
What is the software to use for making animation in this video?
Blender
I am doing animations for my fps multiplayer game however i have no idea if i shall animate a fpp and tpp mesh seperatly or i should try to make a full body look good from the outside as well
2:49 *mom! Don't touch that sock!*
2:49 going to the homie's house for bible studies
The bible is fucking stupid. Read an actual goddamn book
@@jamess.7811 relax james,
@@jamess.7811 fucking asshole
@@jamess.7811 no one gives a shit about ur dumb opinion, so go on and live ur life as a shitty no life
What is the best program to use to animate like this?
Insta sub. Awesome stuff!!
Nile Red? Is this you?
This looks like rocket launcher for unreal tournament 0:07
I'm trying to make FPS Animations on Adobe Animate
My mom: Did you do the chores yet ?
Me, knowing damn well I needed to do them 2 hours ago : 2:49
2:49
my parents when a kissing scene's about to start
Super !
I think Rockstar could learn a bit about first person running
When animating the camera, rotation is fine. But it can't be random rotation, it must have a focus point in 3D space, which is how you keep from getting dizzy in real life, your eyes always stay focused on a spot in the world around you. Ballet dancers train specifically to do this while spinning and jumping to stay focused. Look at Star Citizen's approach here.
Lol was just watching this video and saw u tagged crafter of swords we used to play minecraft together all the time and make UA-cam videos lol I doubt he knows his clip is used in one of your videos I am going to check out his channel and let him know
How do you animate the mag in a reload anim ? Is it a part of the gun that you hide/snap into the hand making it look like it's a new one ? Do some game spawn a mag prop during the reload anim to make it look like a physical object ?
The first one - it's a part of the gun that gets parented to the hand! It's the same one the whole time.
@@cg_cookie Cool thanks
I see here guns are part of the animation and not a game object placed in the hands and tracked as a separate object.
Is this how all AAA games do it? Do they they separate run animations for every gun?
If ur coding a game in UE, can I transfer these from blender into UE
theses tips are good for dreams
That magazine reload...
I think the Team Fortress 2 kind of FOV is the best, you can change the player FOV and the model FOV.
3:43 is it possible to do this double camera render trick in Unreal Engine? Can't seem to find much resource related to this for UE.
No because this video seems to assume you have no intentions of using your animations in an actual product.
There are shader based ways of ensuring your gun and viewmodel arms stay infront of everything, but its a lot of complex math.
how did you create the game please upload the tutoreal step by step
I'm just starting to program i started with python for learning basics and then I'll go to C++ for unreal engine, I'm gonna have to learn to animate to do characters damn ..
but why dose no one ever talk about how satisfying it Is to melee in first person.
I need help, idk how to parent the camera so that when the hands move, the camera moves naturally
3:24 It makes me so sad that there doesn't seem to be a solution for the camera layering that you recommended in Unitys HDRP...
most important is that you DO NOT MOVE OR OBSCURE THE FUCKING CROSSHAIR. basically overwatch fails completely on the 2 most basic rules, just shows how much the devs know about making an fps
Weapon view models can be cool but I don’t want half of my screen taken up by a model that contributes nothing to gameplay. I think they should be designed only to indicate what a player is holding.
HOW YOU MAKE A SECOND CAMERA SETUP IN UE4
I SEARCHED EVERYWHERE BUT I CANT FIND IT.
HOW YOU ACHIEVED IT?
I may be late but try the Unreal engine subreddit
@@harpseal8451 Im still looking for this 2 camera setup tutorial for UE4. If you find out something please let me know. Thanks.
Try looking up panini projection? I can’t say for sure it’ll work but it was mentioned in the replies to a similar comment so I felt it might be something to look into
Check my tutorial here ua-cam.com/video/rlnaDTkLjM0/v-deo.html
@@tigerpunchsportsclub8366 Oh my god!
Ive been looking for this for years. Thanks a lot ❤️
I personally like being able to adjust fov on my viewmodel in games.
@@waffel7664 He just said that he like being able to change Weapon fov
@@FormulePoeme807 Well seperate them into "Camera fov" and "weapon fov" then.
I just want people who make fps games to keep this in mind is all I'm saying. It's easy enough to implement.
I know there are often issues with the viewmodels when the fov is set too high. I prefer to have the option than to be limited by what the devs want me to see, since I am the one deciding if I even care about the viewmodels clipping.
For me, the worst case of fixed viewmodel fov would be in Rust, where they fixed all viewmodels fov to some really low number and made the guns look short and fat because they wanted them to look less flimsy.
Don't expect a reply to this, since its so late. I just had the urge to explain why I left the comment.
I'm a novice animator, and while I really like reloads and have some very simple reload animations (not in first person), but would also like to get into fantasy games and would like advice for sword or melee animations. Any advice?
loafi Best advice I can give as someone in a fairly similar position to you is to try and look at reference material and study it intently. For example, in terms of melee animations, I can do it without needing too much reference as I do tae kwon-do so I have a more innate ability to understand how hand movements work and how attacks, restraints and blocks are meant to feel even without the actual physical feeling, but when it comes to martial weapons such as swords, axes and even more unique weapons like staves and chain whips, look at people attack with them in real life if possible, but don’t be afraid to use other media as reference as they are (usually) based on the information that you’ve not been able to glean. I would take a grain of salt when it comes to the animations from other media as some of them can be quite... interpretive, to put it mildly, but as long as you can identify the issues with those animations, I can’t imagine there will be many issues
@@xxReaperKnightxx Ok! Thanks a bunch!
How does one do what number 6?
3:40 Idk man, call me weird but I actually prefer the stretched look of only having one camera.
Do u have like mentorship or like one on one classes or something with people. If not I'm willing to pay
I love the idea of animating but I just cant learn how to use unity at all. The Minigame that it makes you do when you first install it isn't much help and I cant find a decent tutorial out there. I Just want to learn how to make a map with buildings you can go into Drawing/Modeling/Importing/Animating all of them and also how to model my own guns to do these reload animations. I'm not the most talented but I'm sure I can get somewhere if I try
"77 FOV felt good"
Not to play, no. That's how you really get motion sick.
in most cases yes, but in this instance hes only mentioning the fov of the gun itself, separating it to the main camera fov. so usually in games if you higher the fov, you'll notice how the your view of not only the environment has expanded, but the gun model itself. this usually causes problems with models and animations. so in this case only the environment is being effected, not the gun model and animations
@@Ty-on9mz so say viewmodel FOV, or weapon FOV, not FOV, not everyone watching his vidyas are animators, and as such don't instantly assume that everything is referring to animation, and that lingo usually used for, say, straight-up FOV is not being used for only viewmodel FOV.
@@buns9022 he does explain it when mentioning 2 cameras. Like literally 2 seconds after.
you wouldnt like halo 3 then. I swear that was like 60 lol it was awful
he explains it the very sentence after that bro. did you just hear "77 fov" and come down to instantly type out a big brain comment?
I keep the arms and gun in single animation file....... And do the same for all the guns.
Am i doing it wrong ?
then how do i export arms and guns individually to unity?
What about the people that are young and dont have credit cards to be on cgcookie.com?
You sound exactly as Daniel Schiffer