![Brokencircuit](/img/default-banner.jpg)
- Видео 32
- Просмотров 104 358
Brokencircuit
Добавлен 21 июл 2012
Play game, love game mechanic and I make one. And no, I'm not a programmer.
CHANGING CHARACTER MODEL AND FIXING THE RETARGETING ISSUE IN GODOT 4
You asked and I shall deliver. This workaround is working for my project. I cannot guarantee it will work on other people project though.
You can support me at www.patreon.com/Brok3ncircuitProject
You can support me at www.patreon.com/Brok3ncircuitProject
Просмотров: 280
Видео
GODOT 4 THIRD PERSON PARKOUR (WIP)
Просмотров 4,9 тыс.21 день назад
After playing with UE5.4 sample demo, i fell in love with it. I just wish i can replicate that project into godot. Adding new feature is fun an all, but this project just take too long to make. So, i decided to called it quit for now and release it as is. I'll add new feature on future update. Demo project: www.mediafire.com/file/t9bfmwakjnq1q8b/Game.zip/file Patreon: www.patreon.com/Brok3ncirc...
Third Person Wall Running - Using Godot 4
Просмотров 3 тыс.Месяц назад
Woke up one day and think of wall running, so i make one. This is the second part of zipline mechanic from previous video. I know there are tons of wall running godot video out there, but mostly with first person view. Would it be nice to see some third person wall running for once? Test drive www.mediafire.com/file/2ajchyaadtc5gjq/Godot_4_-_Wall_Running.zip/file Me and my cats will appreciate ...
GODOT 4 THIRD PERSON ZIPLINE
Просмотров 1,1 тыс.Месяц назад
One of my favorite mechanic in video game. Well, I love all traversal mechanic if that not obvious enough. Test link: www.mediafire.com/file/622ce2e5i7q9u3s/Godot_4_Zipline.zip/file visit my patreon: www.patreon.com/Brok3ncircuitProject
Godot 4 Gravity and Jump
Просмотров 1,1 тыс.2 месяца назад
I have to speed up the video since it get longer than expected. Please pause the video if you find it too fast. Part 01 : ruclips.net/video/8hTBUNbyDEo/видео.html Part 02 : ruclips.net/video/izWhRA_SpCU/видео.html Patreon : www.patreon.com/Brok3ncircuitProject
Godot 4 Third Person Camera And Rotation Tutorial
Просмотров 4,7 тыс.3 месяца назад
Second part of Third person root motion series. I plan to update more for this mechanic. Stay tune. Update: it seem i forgot to add "input_block" variable in the script. You can delete it or just declare var input_block = bool(false) instead. Sorry, rookie mistake 😅 Part 01 : ruclips.net/video/8hTBUNbyDEo/видео.html You can test the compile project at www.mediafire.com/file/99bl84rgwf2x101/Godo...
GODOT 4 ROOT MOTION MOVEMENT TUTORIAL
Просмотров 10 тыс.3 месяца назад
Unfortunately i cannot cover the whole tutorial in this video. I'll add third person camera and player rotation in the next video. Part 02 : ruclips.net/video/izWhRA_SpCU/видео.html You can test the compile project at www.mediafire.com/file/99bl84rgwf2x101/Godot_4_Third_Person_controller.zip/file As for source code, you can get it at my patreon page: www.patreon.com/Brok3ncircuitProject Full pr...
GTA Style Locomotion In Godot 4
Просмотров 3,2 тыс.4 месяца назад
UPDATE : I fixed the root motion issue. Check the code at my root motion third person tutorial ruclips.net/video/8hTBUNbyDEo/видео.html Dragon dogma 2 reignite my passion for similar locomotion. So, i move my unity gta locomotion project to godot. I found some bug(or maybe my bad code) on godot root rotation. Hopefully i can fix it some day. This project will be uploaded later on my patreon pag...
Uncharted Style Climbing In Godot 4
Просмотров 2,4 тыс.4 месяца назад
Some uncharted style climbing i make from the existing climbing code. Not the best result with lots of bugs but it give me some idea for future update. If you interested with my climbing mechanic, check out my patreon for full project www.patreon.com/Brok3ncircuitProject
Third person Dynamic Vaulting in Godot 4
Просмотров 15 тыс.5 месяцев назад
Just a short video to showcase some basic vaulting mechanic i make. This is an extension of my Ledge Climbing and Shimmy previously. Full project files will be available on my patreon page and free for those who bought my "Godot 4 Ledge Climbing and Shimmy" project. Stay tune. Check my patreon if you interested with the project. www.patreon.com/Brok3ncircuitProject www.patreon.com/Brok3ncircuit...
Ledge Climbing In Godot 4 - Shimmy Turn and Ladder
Просмотров 8 тыс.5 месяцев назад
Took me a while to make this mechanic right. Even though some bug still persist, overall i am quite happy with the result. Leave a comment on what your thought on this mechanic. I'll upload this project on my patreon page later. Feel free to join now at www.patreon.com/Brok3ncircuitProject
BOTW Style Paraglider In Godot 4
Просмотров 1,6 тыс.5 месяцев назад
Basic paraglider test inspired by Zelda BOTW. Surprisingly simple to do. Support me for more useful content. www.patreon.com/Brok3ncircuitProject
Godot 4 Ledge Climbing tutorial
Просмотров 11 тыс.6 месяцев назад
This video take lot of time to make. I hope i my explanation is clear. p/s: I use player root a lot in this video. Actually, it just a parent of player model, not the root bone itself. www.patreon.com/Brok3ncircuitProject
Mantle and Climb Ledge in Godot 4
Просмотров 10 тыс.6 месяцев назад
Finally back with godot. This is my attempt to do mantle system just like my flax engine video previously. For godot, I've to take a different approach since I'm not using root motion. Overall, quite happy with the result. www.patreon.com/Brok3ncircuitProject
Mantle and Climb Ledge In Flax
Просмотров 1,3 тыс.7 месяцев назад
So, I make a basic mantle system in Flax engine. I try to replicate the one found in UE5 Advanced Locomotion System(notice the model & animation?). It took longer than intended. I learn a lot from this project. Hopefully, i can use it to other game engine too. www.patreon.com/Brok3ncircuitProject
UE5 Echo Locomotion With Flax Engine
Просмотров 9977 месяцев назад
UE5 Echo Locomotion With Flax Engine
My Flax Engine Journey Begins: Third-Person Test & First Impressions
Просмотров 6537 месяцев назад
My Flax Engine Journey Begins: Third-Person Test & First Impressions
Godot 4 Third Person Movement With Root Motion
Просмотров 2 тыс.7 месяцев назад
Godot 4 Third Person Movement With Root Motion
Turn in place Gta style Movement in Unity
Просмотров 1,6 тыс.8 месяцев назад
Turn in place Gta style Movement in Unity
Ledge Detection Tutorial In Godot 4
Просмотров 8 тыс.9 месяцев назад
Ledge Detection Tutorial In Godot 4
Run To Stop Test With Godot 4 Third Person Controller
Просмотров 2,7 тыс.9 месяцев назад
Run To Stop Test With Godot 4 Third Person Controller
Godot 4 Tutorial - Add Footstep Sound To 3rd Person Controller
Просмотров 1,1 тыс.9 месяцев назад
Godot 4 Tutorial - Add Footstep Sound To 3rd Person Controller
Unity Ledge Grab Tutorial - Animation
Просмотров 45611 месяцев назад
Unity Ledge Grab Tutorial - Animation
This is mostly an issue if you are mixing A pose with T pose models, in my experience just picking 1 rest pose as you did it the best solution, also godot has an option to select an animation as a rest pose, so you can have a T pose keyframed animation and use that,my results have been mixed, and the process is not well documented other than the github issue of the feature, I tend to use expykit with Blender, so I can make my own animations while keeping the mixamo rig. Yet another option is to (uploading your model) download the mixamo animations "with skin" this preserves the original rest pose, all animations are relative to the A pose in that case. I need to experiment a bit more when I have a bit of time (again), but the expykit solution was enough for now, since mixamo is just a placeholder for me ATM.
wow, thank you!
extends CharacterBody3D @onready var ca = $ca @onready var v = $v @onready var animation_player = $v/akai/AnimationPlayer var SPEED = 1.5 const JUMP_VELOCITY = 4.5 var run_speed = 10.0 var walk_speed = 1.5 var run = false var jump = false @export var sens_horizontal = 0.5 @export var sens_vertical = 0.5 var gravity = ProjectSettings.get_setting("physics/3d/default_gravity") func _ready(): Input.mouse_mode = Input.MOUSE_MODE_CAPTURED func _input(event): if event is InputEventMouseMotion: rotate_y(deg_to_rad(-event.relative.x * sens_horizontal)) ca.rotate_x(deg_to_rad(-event.relative.y * sens_vertical)) v.rotate_y(deg_to_rad(event.relative.x * sens_horizontal)) ca.rotation.x = clamp(ca.rotation.x, deg_to_rad(10), deg_to_rad(-12)) func _physics_process(delta): # Add the gravity. if not is_on_floor(): velocity.y -= gravity * delta if Input.is_action_just_pressed("jump") and is_on_floor(): velocity.y = JUMP_VELOCITY if animation_player.current_animation != "f/jump": animation_player.play("f/jump") else: if animation_player.current_animation != "f/fall": animation_player.play("f/fall") jump = true else: jump = false if Input.is_action_pressed("run"): SPEED = run_speed run = true else: SPEED = walk_speed run = false var input_dir = Input.get_vector("ui_left", "ui_right", "ui_up", "ui_down") var direction = (transform.basis * Vector3(input_dir.x, 0, input_dir.y)).normalized() if direction: if run: if animation_player.current_animation != "f/run": animation_player.play("f/run") else: if animation_player.current_animation != "f/walk": animation_player.play("f/walk") v.look_at(position + -direction) velocity.x = direction.x * SPEED velocity.z = direction.z * SPEED else: if animation_player.current_animation != "f/idle": animation_player.play("f/idle") velocity.x = move_toward(velocity.x, 0, SPEED) velocity.z = move_toward(velocity.z, 0, SPEED) move_and_slide() Dude can u help me I need help My jump animation not work playing If i press jump not playing jump animation and he jump with idle animation How to fix this
set idle to play only on floor.
@@Brokencircuitboard How Where create that set Idk
@@Mikail4044 can't help much without full project. but maybe you can try else: if is_on_floor(): if animation_player.current_animation != "f/idle": animation_player.play("f/idle")
@@Brokencircuitboard thanks dude i will try
Ragdoll??? Or you can't do that
you can combine all the tutorials into one Playlist
Done.
@@Brokencircuitboard Thank you very much 😊❤️
Perfect. That's what I need. where can I find a tutorial?
I wanted to thank you for doing this tutorial! I got it working perfectly, and i added two child objects on the ledge detection collider (wich was on a gameobject of his own) for IK hands and just used the OnLedge bool to handle the weight of the rig. I also run into a very nasty bug with the wallTarget raycast, becouse it reacts to everything, and when i was shot at (my game have enemies with bullets) it would get crazy. If anyone else run into this problem, you can select layers to wich the raycast don't react, and i put it on the LerpToLedge function, and it looked like this : private void FacingWall() { RaycastHit hit; int layerMask = 1 << LayerMask.NameToLayer("Bullet"); // Create a Mask with only layer "Bullet" layerMask = ~layerMask; // Invert mask to exclude layer "Bullet" if (Physics.Raycast(wallTarget.position, transform.forward, out hit, 1f, layerMask)) { if (OnLedge) { transform.forward = -hit.normal; } facingWall = true; } else { facingWall = false; } Vector3 forward = transform.TransformDirection(Vector3.forward) * 1f; Debug.DrawRay(wallTarget.position, forward, Color.green, 1f); }
Bro, can you make tutorial about this pls? It's amazing
How long did you work on this game perday?
Hard to say. It took me a total of around 3+ week of work. Around 1-2 hour daily and sometime more than 12 hour depending on the free time i got 😅
The moviment of char for Godot 4.2? has many videos about it, but in Godot 3.6...
All that white... IM BLIND.
Ok, so i see that we still have to create colliders with Tags for every place we want to ledge. Correct me if i'm wrong, becouse I can instantiate the sphere with no problem, but i still only ledge on where i put the "ledge" tag.
True.
It worked great! You are awsome! I will check part 3! by the way, i had to make that would't look for triggers if it is grounded, becouse it is a waste of resources and can lead to false positives on stairs.
I followed and I was done very quick and it worked! I'm going to the second part
Still better looking and more realistic on UE, sorry about that...
Agree. Can't compete with multibillion company and dozens of their professional talent.
github pls?
Very nice, how did you make the leaning? Is the leaning based on the player's velocity?
Yes it is. You have to take into account the current velocity with previous velocity and get the cross product of it.
@@Brokencircuitboard Alright thx
@@BrokencircuitboardThe cross product is always 0 in mine. Am I doing it right?
@@unfunnyman76 I can only guess without the actual code. Maybe you don't store the value of previous velocity?
@@BrokencircuitboardIt works now. I misplaced the leaning logic after the prev_vel = current_vel. My bad, thanks for answering though.
Hey, thanks, i am watching the tutorials to get it to work on my project! You are a good game Dev, keep the good work!
Do you animated this player into Godot proporly? I dont know many guys use Blender if Gosot has a good system to animation.
Nailed it! Gotta study this project anytime. Also amazing to see how influential and groundbreaking Rosen's approach, after all these years it still helping out indie devs.
didn't you used root motion?
I do. But root motion alone is not the answer to everything. For this project I use use root motion, non root motion and semi-root motion.
layer mask animation ?
Scuffed 😂
bro plz make tutorial
great job
Awesome! Always wanted to see if some mechanic in Unreal can also be done in Godot. Quick question, is the animation of the player's parkour custom-made or from an asset store? And does making the animation smoother require further coding or using better animations?
Most of the animation is either from free marketplace asset or mixamo. Since the skeleton is different, i need to edit most of them with blender. That's the reason why some animation look weird(especially the hand). For smoother animation, good animation is a plus. I found using animationtree is better for smoother transition between animation. I just set xfade time to 0.1 for all transition.. you be surprise by the result.
@@BrokencircuitboardSo that's how the animation can look so smooth yet so inconsistent, it's that fade effect. Genius! Honestly, it's already impressive enough seeing it almost emulating the Unreal version.
Slick stuff 👍🏽
This looks alot like inside
This man mastered godot 🔥🔥
My player doesn't move :( I have a rootbone for my skeleton but I guess it is incompatible somehow? I'm using a .vrm that I rigged in Blender and added retargeted mixamo animations to. Do you think I should look for a different method rather than root motion? Regardless, thanks for the video it was still very informative!
thought I would note the model is a .glb, it was originally a .vrm when I imported it into blender
update: figured it out! I needed to add a root bone to the mixamo armature before retargeting the animation to my model in blender!
Make tutorials bro!
Amazing work! The amount of dedication you put into this really shows. Love the small details you added to make it flow better :)
This is incredible! Excited to see what else you can pull off in Godot!
how much do you charge for tutorial ?
hey does your patreon also has the tutorial on this
im ready to pay to get a course on this
Hi, i don't lock my tutorial behind a paywall. Making a video tutorial is just simply take too much time. I'll upload the tutorial when i got the time. You can also subscribe to my patreon to get access to the source code of the project.
This is awesome, I spent like 2 months just to get some "just ok" animations for my prototype character, I cannot imagine the amount of effort it took to make this locomotion system
To be fair, this is an accumulation of 8-9 month of work since I started godot journey.
Just make one more third person shooter example and you be the GODot
I like it, looks pretty awesome!
nice
go check out rooftop & alleys you might be inspired to some of its mechanics
This looks really good. I noticed some of the vaulting/mantling animations seem to really slow/stop the character's momentum. Is there a way to maintain the character's momentum as much as possible? I think it would feel better, but like I said, this looks really good even as it is.
For mantling, it easy to do since the the surface is wide. Vaulting in the other hand, we need to fine tune the animation to make sure the hand landed on small vaulting point. I purposely left one ridiculous vaulting animation to show the variety of animation we can use for this mechanic 🤣
@@Brokencircuitboard are you IKing the hands to grab a plausible position or are the animations static?
@@NICK.... No ik.
@@Brokencircuitboard ah, i have wondered how hard it would be to make ik in godot
@@NICK.... Tbh i am not a fan of godot ik.
wow, can you make a third person shooter?
Please give me your ledge grab system 🙂
Please give me your ledge grab system 🙂
Tengo una duda: como se actualiza la dirección al cambiar de posición. Ya que, al estar en la posición inicial se cuenta con direcciones fijas, pero al cambiar de posición estás no cambian, sino que se tiene que implementar alguna lógica. En mi caso estaba pensando en global_transform.origen - direction pero no funcionó jajaja
Godot 4.2.2 (stable) _set: Godot 3.x SpatialMaterial remapped parameter not found: clearcoat_gloss <C++ Source> scene/resources/material.cpp:3210 @ _set()
Godot 4.2.2 (stable): _set: Godot 3.x SpatialMaterial remapped parameter not found: clearcoat_gloss <C++ Source> scene/resources/material.cpp:3210 @ _set()
Non critical issue. Happen since godot 4.1. My guess it's from material i use in the project. Just replace with other material.
Can you show how to double jump?
sure. should be an interesting project.
@@Brokencircuitboard Thanks