Ask A Dev
Ask A Dev
  • Видео 273
  • Просмотров 354 482
Fog Of War II: Imageplane & Niagara Method Premiere
Niagara Particle system Fog of War, Imageplane based method and a recap of overdraw for our materials. Continuing our Fog of War journey.
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🗓️ We host these live tutorials as part of our s...
Просмотров: 936

Видео

Animation Blueprint: Jump Turn in Place | Unreal Engine Tutorial
Просмотров 1,6 тыс.2 месяца назад
How about we DON"T do "Turn in place" and instead implement the idea of a jump turn to help us simplify assets and creation. We're going to walk through setting up a jump turn, including some light animation and driving selected animation frames using sequence evaluators. This is part of our Anim BP and Turn In Place series. 🎓 Animation Blueprints 🎓 Animation Authoring 🎓 Sequence players 🎓 Sequ...
Ask A Dev Intro
Просмотров 1,8 тыс.2 месяца назад
We are working to build a community of real time learning enthusiasts focused on game development, real time experiences and virtual production techniques. We host live Unreal Engine Tutorials for anyone interested in Unreal Engine, blueprints, or game development. We also have various videos for Unreal Engine, blueprints, and other aspects of the game development process. Join our Patreon to v...
Control Rig: Runtime Look-At for NPCs and Enemies Method 2 | Unreal Engine Tutorial
Просмотров 1,2 тыс.2 месяца назад
Control Rig: Runtime Look-At for NPCs and Enemies Method 2 | Unreal Engine Tutorial
Understanding Version Control: A Beginner's Guide for Solo Devs, Indies, and Noobs
Просмотров 2,3 тыс.3 месяца назад
Understanding Version Control: A Beginner's Guide for Solo Devs, Indies, and Noobs
Control Rig: Runtime Look-At for NPCs and Enemies | Unreal Engine Tutorial
Просмотров 1,5 тыс.3 месяца назад
Control Rig: Runtime Look-At for NPCs and Enemies | Unreal Engine Tutorial
Metahuman Character Picker Update | UI Reusable Widget Practical | Unreal Engine Tutorial
Просмотров 1,3 тыс.3 месяца назад
Metahuman Character Picker Update | UI Reusable Widget Practical | Unreal Engine Tutorial
Control Rig for Dynamic Wheel Animation | Quickplay Challenge Unreal Engine Tutorial
Просмотров 2,4 тыс.3 месяца назад
Control Rig for Dynamic Wheel Animation | Quickplay Challenge Unreal Engine Tutorial
Control Rig #11: Backward Solve | Unreal Engine Tutorial
Просмотров 1,7 тыс.4 месяца назад
Control Rig #11: Backward Solve | Unreal Engine Tutorial
Crouch - Motion Matching Move Set | Ask a Dev Quickplay Challenge Unreal Engine Tutorial
Просмотров 2 тыс.4 месяца назад
Crouch - Motion Matching Move Set | Ask a Dev Quickplay Challenge Unreal Engine Tutorial
Motion Matching & Animation Blueprints First Look | Unreal Engine Tutorial
Просмотров 10 тыс.4 месяца назад
Motion Matching & Animation Blueprints First Look | Unreal Engine Tutorial
Create Your Own "Twin Stick Shooter" Mini Game | Unreal Engine Beginner Tutorial
Просмотров 6 тыс.4 месяца назад
Create Your Own "Twin Stick Shooter" Mini Game | Unreal Engine Beginner Tutorial
Reappearing Platforms | Ask a Dev Quickplay Challenge Unreal Engine Tutorial
Просмотров 4094 месяца назад
Reappearing Platforms | Ask a Dev Quickplay Challenge Unreal Engine Tutorial
Create a Horde Mode Prototype Game Start to Finish in UE5 | Unreal Engine Tutorial
Просмотров 3 тыс.5 месяцев назад
Create a Horde Mode Prototype Game Start to Finish in UE5 | Unreal Engine Tutorial
Control Rig #10-4: Advance Leg: Snap & Finish | Unreal Engine Tutorial
Просмотров 9295 месяцев назад
Control Rig #10-4: Advance Leg: Snap & Finish | Unreal Engine Tutorial
Control Rig #10-3: Advance Leg: Forward FK Solve | Unreal Engine Tutorial
Просмотров 3745 месяцев назад
Control Rig #10-3: Advance Leg: Forward FK Solve | Unreal Engine Tutorial
Control Rig #10-2: Advance Leg: Forward IK Solve | Unreal Engine Tutorial
Просмотров 6235 месяцев назад
Control Rig #10-2: Advance Leg: Forward IK Solve | Unreal Engine Tutorial
Control Rig #10-1: Advance Leg Part 1: Initialization & Setup | Unreal Engine Tutorial
Просмотров 1,2 тыс.5 месяцев назад
Control Rig #10-1: Advance Leg Part 1: Initialization & Setup | Unreal Engine Tutorial
Modular Rigs: Crafting Custom Modules Intro | Unreal 5.4 Preview Tour & Tutorial
Просмотров 2,5 тыс.5 месяцев назад
Modular Rigs: Crafting Custom Modules Intro | Unreal 5.4 Preview Tour & Tutorial
Control Rig #9: Functions & Cleanup | Unreal Engine Tutorial
Просмотров 1,4 тыс.5 месяцев назад
Control Rig #9: Functions & Cleanup | Unreal Engine Tutorial
Control Rig #8: World Aligned Controls | Unreal Engine Tutorial
Просмотров 1,7 тыс.5 месяцев назад
Control Rig #8: World Aligned Controls | Unreal Engine Tutorial
Unreal 5.4 Preview Tour | Skeleton Tools: Vertex Weighting | Unreal Engine Tutorial
Просмотров 2,2 тыс.5 месяцев назад
Unreal 5.4 Preview Tour | Skeleton Tools: Vertex Weighting | Unreal Engine Tutorial
Control Rig #7: FK/IK Switch & Snap | Unreal Engine Tutorial
Просмотров 4,1 тыс.6 месяцев назад
Control Rig #7: FK/IK Switch & Snap | Unreal Engine Tutorial
Control Rig #6: Anim Channels & Footroll | Unreal Engine Tutorial
Просмотров 2,6 тыс.6 месяцев назад
Control Rig #6: Anim Channels & Footroll | Unreal Engine Tutorial
Ask a Dev | Metahuman Character Picker Mod | Unreal Engine Tutorial
Просмотров 7756 месяцев назад
Ask a Dev | Metahuman Character Picker Mod | Unreal Engine Tutorial
Control Rig #5: The Reverse Foot | Unreal Engine Tutorial
Просмотров 3,4 тыс.6 месяцев назад
Control Rig #5: The Reverse Foot | Unreal Engine Tutorial
Control Rig #4: Intro Constraints | Unreal Engine Tutorial
Просмотров 4,4 тыс.6 месяцев назад
Control Rig #4: Intro Constraints | Unreal Engine Tutorial
Control Rig #3: Basic IK Leg (Inverse Kinematics ) | Unreal Engine Tutorial
Просмотров 7 тыс.6 месяцев назад
Control Rig #3: Basic IK Leg (Inverse Kinematics ) | Unreal Engine Tutorial
Control Rig #2: Forward Kinematics | Unreal Engine Tutorial
Просмотров 7 тыс.7 месяцев назад
Control Rig #2: Forward Kinematics | Unreal Engine Tutorial
Control Rig #1: Intro & Your First Controls | Unreal Engine Tutorial
Просмотров 18 тыс.7 месяцев назад
Control Rig #1: Intro & Your First Controls | Unreal Engine Tutorial

Комментарии

  • @swinny_
    @swinny_ Час назад

    i think you should centre your eye at 2/3 vertically as opposed to vertical centre

  • @MTeigneux
    @MTeigneux 2 часа назад

    Thank you so much, those pieces of information are gold.

  • @hanson251985
    @hanson251985 20 часов назад

    cool thx :D

  • @KG-id3hk
    @KG-id3hk 21 час назад

    Beautiful and very easy to follow along! Its extremely difficult to teach a subject you are expert at, and this was very easy to absorb and understand, thank you very much <3 Going now to the next video!! Subscribed :)

  • @johnseiler5668
    @johnseiler5668 День назад

    At 8:18, when I try to connect the Array Element output from the For Each Loop to the input of SET ClosestObjectSoFar I receive the error "Actor Object Reference is not compatible with BP Item Base Object Reference".

    • @johnseiler5668
      @johnseiler5668 23 часа назад

      Started from scratch and now it works.

  • @balaBala-l8u
    @balaBala-l8u День назад

    I'm new to unreal and scripting, I fell so great and confident to learn more. Thank you...!

  • @zcsully3184
    @zcsully3184 2 дня назад

    I have followed your video up to 4:58:00 flawlessly :D I just have one issue, I pick up the item pickup and it says it equips the weapon but it doesnt allow me to shoot, I step over it again (2x total) and it equips the proper weapon, did I miss something possibly? Im going to rewatch the section

    • @livinfreestyle6727
      @livinfreestyle6727 2 дня назад

      Thats tough to guess. I think what i would do is add in some print strings or use breakpoints to see if you are getting to the section of blueprint you believe you are getting to. You can always post your BPs and questions in the discord and we can take a look and try to help

  • @digitaldox
    @digitaldox 2 дня назад

    This is an exciting feature and you did a great job of demonstrating the possibilities in a very short time. Thank you for your work.

  • @VeryEvilLobotly
    @VeryEvilLobotly 2 дня назад

    Very helpful playlist and well these are porbably some of the best videos for the basics of blueprint.

  • @oophus1
    @oophus1 3 дня назад

    Nice tutorial. But this doesn't work when linking a control rig to a Camera Rig Rail for animation. Would be nice if you would do a second video adressing that.

    • @livinfreestyle6727
      @livinfreestyle6727 2 дня назад

      I am not familiar with the context of a "Camera RIg Rail" for animation. If you clarify maybe I can take a look

    • @oophus1
      @oophus1 2 дня назад

      @@livinfreestyle6727 it's a spline usually used for camera animation. But a lot of people is utilizing it for vehicle animation also through the sequencer. "Animate along spline".

  • @hapsing4208
    @hapsing4208 3 дня назад

    awesome video! I love it, by the way, can you tell me how to Debug like you do (26:08)? I don't know how you do it.

    • @livinfreestyle6727
      @livinfreestyle6727 2 дня назад

      I think I have a video on that. Check this one: ruclips.net/user/livej1-yoyXiaIs?feature=share

  • @BirdFromIsland
    @BirdFromIsland 3 дня назад

    Thank you sir, that's just great!

  • @yogibhajanawalijyotichaudh1218
    @yogibhajanawalijyotichaudh1218 3 дня назад

    The first person I saw to reply every comment 👏🏻 Which is easy to learn blueprints in unity or blueprints in unreal?

    • @livinfreestyle6727
      @livinfreestyle6727 2 дня назад

      Well, that's tough since I'm not a Unity user. I have been told that Unity is a lot more traditional scripting so depending on your background "visual scripting" might be easier.

  • @DoraKage
    @DoraKage 3 дня назад

    Hi Kevin, I got a question. I was experimenting with this today. I just created a primitive cube inside the level. And in the Level blueprint - I just directly hooked up the actor location of the cube (line start) and the actor location of the player (line end) directly to the draw debug arrow and it turned out correct. Why did this situation work without me needing to do any addition or subtraction of vectors?

    • @DoraKage
      @DoraKage 3 дня назад

      ahhh i realized i was just drawing a line between the primitive cube and the player that i placed in the empty level. I didn't actually draw out a forward vector from the cube itself, nor was i rotating the cube to face the player. What I was attempting to do was basically force rotate the cube so that it faces the player. Like constraining its direction.

    • @livinfreestyle6727
      @livinfreestyle6727 2 дня назад

      Ah, ok...and yes, you are right you were just drawing a line between two points. To practice what you were wanting to do with actual vectors....there are several ways.....one example: get the look at from the cube to the player (this is a node). take that vector. The start point is the cube. The end point is the cube position PLUS the look at vector multiplied by a float (that's how long the vector would be). Hope that helps.

  • @VeryEvilLobotly
    @VeryEvilLobotly 3 дня назад

    Very good video

  • @user-hehhe
    @user-hehhe 4 дня назад

    Its getting Hard but i will never give up

  • @dogdren1396
    @dogdren1396 4 дня назад

    we build blueprints from left>right but when we are referencing or reading them we should go from right>left. it has helped tremendously once you realize nodes are grabbing data from the previous nodes on the left you can really break down and reverse engineer or even flat out read and understand what's being shown, thanks a ton for your content I know this series is a year old but it is helping a lot with a few hotkeys i didn't know and also different "buckets" that can be used similarly is really interesting

    • @livinfreestyle6727
      @livinfreestyle6727 3 дня назад

      Part of the hope is that the fundamentals are applicable to logical thinking and as a basis for a long time to come. Thanks for dropping comments and watching!

  • @user-hehhe
    @user-hehhe 4 дня назад

    how do you make your blue Sphere blink ?

    • @livinfreestyle6727
      @livinfreestyle6727 3 дня назад

      it's not actually "blinking" I think it's just redrawing. So if you set your debug draw time it will probably appear to blink

  • @arknet4973
    @arknet4973 4 дня назад

    Das is good.

  • @nguyenvu381
    @nguyenvu381 5 дней назад

    When I use Parent Constraint node, I can't move the Child control anymore. Is there anyway to fix that problem? Thank you!

    • @livinfreestyle6727
      @livinfreestyle6727 5 дней назад

      It depends on how your hierarchy is setup. Do you have a control on the child also? As long as only the parent is constrained the child should be free to move

    • @nguyenvu381
      @nguyenvu381 5 дней назад

      @@livinfreestyle6727 Oh, I created a Null above the Child Control and used it as a Child Item in the Parent Constraint node. It worked perfectly. Thank you so much for the idea!

  • @mohdaamir977
    @mohdaamir977 6 дней назад

    Did you ever made games for pc or Mobile I have questions for you If i make multiplayer game I have to pay money 💰🤑🤑

    • @livinfreestyle6727
      @livinfreestyle6727 5 дней назад

      I’m not totally sure what this all means, but I have worked on both live service and PC games.

  • @mohdaamir977
    @mohdaamir977 6 дней назад

    You made any game for pc or mobile??

    • @livinfreestyle6727
      @livinfreestyle6727 5 дней назад

      As I mentioned in the other comment, I’ve work mostly on PC, but have done some work (mostly from the creative side) for mobile as well as well as AR and VR

  • @loayadnan2557
    @loayadnan2557 6 дней назад

    ❤❤❤❤❤❤ thanks ❤❤❤❤❤🎉

  • @user-hehhe
    @user-hehhe 6 дней назад

    what if i want to mark the far object ?

    • @livinfreestyle6727
      @livinfreestyle6727 5 дней назад

      You just “flip” the logic. So rather than less than you use greater for example and the first value should be a negative number or zero for example

    • @user-hehhe
      @user-hehhe 5 дней назад

      @@livinfreestyle6727 its work thanks

  • @christophedevillers
    @christophedevillers 6 дней назад

    Thank you for this course.

  • @salivangamechannel3776
    @salivangamechannel3776 6 дней назад

    Maybe i did something wrong but. Looping degradation, or a dependency loop is still present in this solution, the ball offset control and the Heel control throw the foot into a dependency loop, which renders the use of the reverse foot mechanism almost useless. Because at the end of the day, you have only one properly functioning control from the entire mechanism which is a ball reverse. Anyhow you gave a discretion at the start of the video that this is A solution, not THE solution. Hope that the advanced ik you've figured a way of solving this really annoying problem. Thank you

    • @livinfreestyle6727
      @livinfreestyle6727 3 дня назад

      I think we did cover a solution for the built in looping (its in the default control rig from Epic). I went over the problem/demo'd it at the beginning of the vid. If you need help finding it let me know.

    • @salivangamechannel3776
      @salivangamechannel3776 3 дня назад

      @@livinfreestyle6727 Hello Kevin and thanks for your reply. I might've spelled it a bit confusing, but I've followed your rig setup from the basic FK video. In this particular video you show at the end a proper snapping of the ik/fk but you do so only with Ball RV control, for which it works just fine, but if you will try to use the heel control, or the ball offset (ball offset in this setup you use for offsetting the toe rotation), you will get the same looping degradation behavior whenever you try to snap back and forth. Which defeats the purpose of reverse foot setup. I've had to cut this feature from my own character rig for that reason. But maybe I've missed something while building it, so if you have this exact setup saved somewhere and it works with all of the controls properly without breaking I would be happy to look at it. I've tried to fix that problem myself, but failed. Anyways, thank you so much for this series, i've learned a lot.

  • @christophedevillers
    @christophedevillers 6 дней назад

    👋👌

  • @andrei.avramescu
    @andrei.avramescu 6 дней назад

    For Manny and Quinn I've noticed that almost all bones seems to be aligned with the mesh part they represent. However, the foot_l bone (also the right one) seems to be aligned with the horizontal base plane, not with the foot iself (like from foot_l to ball_l bone). Any idea/hint why Epic would do that?

    • @livinfreestyle6727
      @livinfreestyle6727 6 дней назад

      Because the foot is often thought of and animated in world space. So I could see the logic to align that joint with the world.

  • @Khether0001
    @Khether0001 6 дней назад

    This is me watching this tutorial today! (FULL CLIP) Yeah Baby! That’s what I’ve been waiting for! (Penguinz0 cr1tikal) ruclips.net/video/RT-VAbk543o/видео.htmlsi=rshQGLjCgK-YRqFd

    • @livinfreestyle6727
      @livinfreestyle6727 6 дней назад

      That’s a hilarious reference. Glad the vid helped out.

  • @mohdaamir977
    @mohdaamir977 7 дней назад

    Really bro Reply each and every comments 🎉🎉❤❤ Best person i ever seen Love from india ; UP

    • @livinfreestyle6727
      @livinfreestyle6727 7 дней назад

      Ha ha! I do try to. Thanks for watching and welcome to the channel.

    • @mohdaamir977
      @mohdaamir977 6 дней назад

      You ever make games for pc or Mobile?

  • @abdulwasay6034
    @abdulwasay6034 7 дней назад

    In my four years of professional experience, I never saw such a cool instructor like you. Huge Respect. A legend <3

    • @livinfreestyle6727
      @livinfreestyle6727 7 дней назад

      Amazing compliment. Humbled. Thanks for checking out the channel.

  • @malksaeed9650
    @malksaeed9650 7 дней назад

    :)

    • @livinfreestyle6727
      @livinfreestyle6727 7 дней назад

      Going way way back in the past on this one. You may find the newer stuff more digestible.

  • @christophedevillers
    @christophedevillers 7 дней назад

    Thanks

  • @JoshuaMock231
    @JoshuaMock231 7 дней назад

    Maybe I haven't gotten there yet, but do you cover the Spring IK solver node? I want to rig up some quadruped legs, but so far I'm having a hard time figuring it out.

    • @livinfreestyle6727
      @livinfreestyle6727 7 дней назад

      not yet, that video is coming and I think we are going to be stumbling through it together

  • @christophedevillers
    @christophedevillers 7 дней назад

    Great ! Thank you very much for your time and the way you explain things. Greetings from France.

  • @Solon67
    @Solon67 8 дней назад

    Thanks a lot! You made BPI way more understandable for me. I have a question though: in order to go further I intended to turn on/off the light when the lever is activated. I managed to do it through different methods and I'm wondering which one is better in terms of memory utilisation: 1) Cast the light in the BP_Lever then use it as target in the BPI_Interact fonction 2) Use "Get Actor of Class" node then use it as target the BPI_Interact fonction 3) Create a public Variable in the BP_Lever with the type "BP_Light" then use it as target in the BPI_Interact fonction 4) Create an event dispatcher in BP_Lever and bind it in BP_light All 4 methods worked well, method 3 was the easier to setup, but in term of memory expanditure, which one would be "the best" please?

    • @livinfreestyle6727
      @livinfreestyle6727 6 дней назад

      Is there a 5 option. Both BP-light and lever implement the interface? As far as the others we did some testing on this in this video. Unreal Engine Fundamentals: Performance and Insights | Unreal Engine Tutorial ruclips.net/user/liveDmsvTXmYSnk?feature=share

    • @Solon67
      @Solon67 6 дней назад

      @@livinfreestyle6727 Thanks, I'm going to watch this video.

  • @user-hehhe
    @user-hehhe 8 дней назад

    which nodes is mastermind behind the radius you put 10000000 ?

    • @livinfreestyle6727
      @livinfreestyle6727 7 дней назад

      Im not sure I totally undrestand the question, but we make it super big so that the very first comparison always succeeds

  • @outtoplay
    @outtoplay 8 дней назад

    Very cool series. I appreciate the work that went into planning and performing it. 👍

    • @livinfreestyle6727
      @livinfreestyle6727 7 дней назад

      glad to hear it. It's definitely going to get challenging as we get further along, and prob a bit experimental

  • @roarlee6387
    @roarlee6387 8 дней назад

    Cool

  • @roarlee6387
    @roarlee6387 8 дней назад

    Thanks

  • @darkhummy
    @darkhummy 8 дней назад

    This was super helpful and instructive. Thank you. One thing I noticed is that my nulls for the heel/toe reference seem to have physics whenever I move a control? It doesn't break anything but visually they just fall through the ground when I move any control and I have to recompile to fix it. This is in UE 5.3. Anyone else noticed this lol?

  • @Miknardis
    @Miknardis 8 дней назад

    Dude that was friggin awesome! I was having a hard time wrapping my head around control rigs in combination with forward and inverse kinematics. But watching your video, making that control rig from scratch, aswell as the useful construction setup, made it so much easier to see behind the curtains! You explained it really well and for me as a beginner it's very easy to understand! Thank you very much for putting out these kind of videos, very much appreciated!

  • @priyanjayamaha
    @priyanjayamaha 8 дней назад

    I really appreciate the great training series. It has been very helpful in understanding the fundamentals and core principles of UE visual scripting. Thank you for taking the time to develop this. I was wondering, are you based in New Zealand? I never thought of using Kiwi fruit in those fruit variables, haha!

    • @livinfreestyle6727
      @livinfreestyle6727 6 дней назад

      You're very welcome! Nope, I’m not based in new zealand but definitely looking forward to visiting hopefully soon for some fun adventure travel.

  • @Khether0001
    @Khether0001 8 дней назад

    Here we are using "Set Timer by Event" instead of doing it on "Event Tick" What is advisable or not to use on "Event Tick"?

    • @livinfreestyle6727
      @livinfreestyle6727 6 дней назад

      I’d say general practice is to only use tick if you have to. Something that needs to be updated every frame/tick. If it’s possible to fire an event when needed, that is a better option.

  • @Dosa3xe
    @Dosa3xe 8 дней назад

    Q1 Is this the last video of this playlist. Q2 Can I make a Third and first person action game following the tutorial up to this video.

    • @livinfreestyle6727
      @livinfreestyle6727 5 дней назад

      THis is currently the last in the playlist. We add more as we find gaps in fundamentals understanding. As far as making a game after, I’d say no, these are all about the fundamentals. If you want to make a game I recommend the twin stick shooter tutorial

    • @Dosa3xe
      @Dosa3xe 5 дней назад

      @@livinfreestyle6727 Thx for the help

  • @duke6800
    @duke6800 8 дней назад

    One hour for - basically - a hardcoded sphere mask pp mat. This is not FOW. You wouldn't want to have this FOW in any game - guess what's missing... Exactly! Masking. More precisely, obstacle masking. Misleading title.

    • @livinfreestyle6727
      @livinfreestyle6727 8 дней назад

      I mean, its part of a series of videos to explore different ways to get the effect. Im fairly certain in various points throughout the series I mention the cheats and callouts. But comment and critique taken

    • @duke6800
      @duke6800 7 дней назад

      @@livinfreestyle6727 Sorry for being harsh - you know how internet allows a**holes to shine. Now I feel bad. I was frustrated because I can't find a technical solution to obstacle masking anywhere. I don't even know hot to approach it without light sim traces.

  • @Khether0001
    @Khether0001 8 дней назад

    "Cast to" has always been hard to comprehend as a newcomer to Unreal, so basically it means: _"Go over this(these) actor(s) and check all the variables, events, functions, etc._ *from it and all its parents* , _if it has what I want, now I can access all that information_ _if it doesn't, it just skips and goes to 'cast failed' "_

  • @christophedevillers
    @christophedevillers 9 дней назад

    👌

  • @erikayrapetyan3593
    @erikayrapetyan3593 10 дней назад

    17:00 If someone wants to have an easier way to switch between using channels and manual rotation, you can add a boolean value before and branch before everything, if boolean is set to yes - then we can use channels, if no - adjust it manually. You can switch between yes/no while animating. It will not give you full control as adding nulls, but I think this is a good walkaround, if you need different approaches for different animations instead unpluging channels everytime

  • @SeanKimProBusinessHacks
    @SeanKimProBusinessHacks 10 дней назад

    Thank you for the tutorials. They are tremendously helpful