Finding the Best AnimationTree Strategy

Поділитися
Вставка
  • Опубліковано 15 жов 2024

КОМЕНТАРІ • 31

  • @BatteryAcidDev
    @BatteryAcidDev  4 місяці тому +1

    Strategy Found! Checkout the follow up video below!
    ⭐ ua-cam.com/video/-2AlhwHK6oA/v-deo.html

  • @feliper.rodrigues5569
    @feliper.rodrigues5569 6 місяців тому +5

    Wow, that is a GOOD lesson! Most people only talk about having very limited sets of animations for each character in a game. Thank you so much for sharing your process!

    • @BatteryAcidDev
      @BatteryAcidDev  6 місяців тому

      Glad it helped! I'm still trying to sort it out, hopefully I can share soon. Thanks!

  • @Ozzymand
    @Ozzymand 6 місяців тому +3

    Despite the excessive yapping, the video is actually pretty informational and I can see how what you're cooking here. Looks pretty good and I am honestly looking forward to the code behind this!

    • @BatteryAcidDev
      @BatteryAcidDev  6 місяців тому +2

      Haha maybe it'll give you something to fall asleep to! I'm working on it now, hopefully by this coming week! Happy to hear it was informative!

  • @TYanuziello
    @TYanuziello Місяць тому +2

    26:00 The JumpStateMachine has completed its job and is no longer providing input, then the transition to motion_transition is trying to cross fade for 0.2 seconds with no starting point, so it uses the default T pose for the cross fade. Add an extra Idle animation to the end of the state machine after the jump_land without the at_end or any conditions and the matching cross fade time as the transition leaving the state machine and it should remove the T-Pose jitter.

    • @BatteryAcidDev
      @BatteryAcidDev  28 днів тому

      Yea that approach could work, thanks for the feedback. I believe I address this, two videos later, but there's another issue where I believe my blend happens too fast - so something to consider, don't just flip your blends from 0 to 1, do that transition over some duration. Thanks!

  • @Chareidos
    @Chareidos 4 місяці тому +1

    Awesome video. Just discovered your channel and immediately subscribed. Have seen part 3 first and now try to follow your journey!
    Have not looked all your content yet, but as it seems you might have the thing I need in part 2.
    If not, expect me to comment again with a bunch of questions :)
    Thank you!

    • @BatteryAcidDev
      @BatteryAcidDev  4 місяці тому

      Awesome, thank you! Yea for sure, and you can always drop by my Discord!

  • @schmo103
    @schmo103 6 місяців тому +1

    The timing of this vid is impeccable. I am currently working on a top down tactical shooter and was looking into animation trees (due to Skeleton IK being silently removed from the engine lol), and this is perfect. I learn better watching people do things like this rather than searching the web and reading docs, so this is great! Good work and thanks for the great vid!

    • @BatteryAcidDev
      @BatteryAcidDev  6 місяців тому

      Happy to see the timing worked out! I’ve got one more video in the works that should wrap this up next week!

    • @Chareidos
      @Chareidos 4 місяці тому

      Wait... they removed what? I did not notice yet, since I am for other reasons learning all the 3d stuff and am about to delve into the whole complex animation setup.
      I wholeheartedly agree! Perfect Timing for me!

  • @phoenixastra4429
    @phoenixastra4429 4 місяці тому +2

    dude I have been struggling puzzled trying to play with this state machine and animation tree stuff LOL I still have no idea what i'm doing xD there is honestly such little documentation on the animation trees and state machines which is rather odd, I highkey wish there were mroe tutorials or more advanced things about them, or more advanced like examples of very detailed complex trees, I'd love to see 3d games in godot but I think we need mroe info for this kind of thing, and I appreciate you sharing. I'm going through something similar and it's driving me nuts lol

    • @BatteryAcidDev
      @BatteryAcidDev  4 місяці тому

      Have you see this?
      AnimationTree Strategy that Grows with Your Game!
      ua-cam.com/video/-2AlhwHK6oA/v-deo.html

    • @phoenixastra4429
      @phoenixastra4429 4 місяці тому +1

      @@BatteryAcidDev omg you are my ero thank you!!

  • @richslonaker2768
    @richslonaker2768 6 місяців тому +2

    Keep up the great work

  • @Vangard21
    @Vangard21 6 місяців тому +3

    It might be overkill, but the aiming part seemed like a reasonable use case for IK. I think the SkeletonIK3D nodes are still deprecated in Godot 4.2 - I guess they plan to replace the system eventually. But Crigz on youtube has good videos on it. Depending on your types of weapons you'd want to keep 1-3 targets for right-hand, left-hand, (dual-handed?) in front of the player and rotated with the raycast.

    • @BatteryAcidDev
      @BatteryAcidDev  6 місяців тому +2

      I think I looked into IK early on but moved on for some reason, maybe the deprecation. That’s the thing about a fast moving baseline, things we struggle with now may be much easier in a near-future update. Also thanks for the tips!

    • @NeZversSounds
      @NeZversSounds 6 місяців тому +1

      @@BatteryAcidDev Simple FABRIK is pretty easy to create. To have an elbow direction control, do the first iteration in elbow magnet direction. With that you can have precise direction control.
      I have not thought through how to solve two-handed weapons. Probably make it folow points on weapon, and animate weapon directions.

    • @BatteryAcidDev
      @BatteryAcidDev  6 місяців тому +1

      Right - I think this could be a better path forward, but again, the Skeleton3D is currently deprecated, so I'm not sure how much time I'll put into the IK route until I have a better idea of where they are heading with it... seems like it is in the works: github.com/godotengine/godot/pull/87888

  • @CopyCatBlack
    @CopyCatBlack Місяць тому +1

    Hi,
    I am kind of new in godot but I know how you can solve this problem, if you enable the filter from arm till the chest.
    In this way your character's arm will be stay in one position.
    I hope that helps you.

    • @BatteryAcidDev
      @BatteryAcidDev  Місяць тому +1

      Indeed! I discuss the solution here: AnimationTree Strategy that Grows with Your Game!
      ua-cam.com/video/-2AlhwHK6oA/v-deo.html

  • @igorgiuseppe1862
    @igorgiuseppe1862 6 місяців тому +1

    have you tried to make the arm and the body be 2 different objects?

    • @BatteryAcidDev
      @BatteryAcidDev  6 місяців тому

      Nope, that is definitely an alternative to my setup. I haven’t experimented too much yet with regular Skeletal Kinematics

  • @igorgiuseppe1862
    @igorgiuseppe1862 6 місяців тому +1

    43:07 please make a game where you can shot what its on your side or back xD
    i mean i hate the fack that we cant, sometimes that would be so usefull not to mention how its common on movies

    • @BatteryAcidDev
      @BatteryAcidDev  6 місяців тому

      I’m not sure what you mean here…🤔

    • @Chareidos
      @Chareidos 4 місяці тому +1

      @@BatteryAcidDev I think he suggested some more cinematic ways of aiming, like shooting in the Air for warning shots, or moving straight forward while holding a one-handed machinepistol sideways doing a walk-by without even looking.
      And with the backward movement I think he meant something where the character is shooting over his shoulder while running away from the source of danger.
      I mean I could add to this list, like taking cover under a waist high object and shooting blindly over it like GTA IV (?) did.
      Don't know but I guess with your approach the Sky (and own animation skills) is the limit! ;)

  • @anthonyf2919
    @anthonyf2919 5 місяців тому +1

    Promo>SM 😑