Weapon attach Tutorial

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  • Опубликовано: 10 июн 2021
  • Attention!!
    Twinblades weapon separation and combination is very precise animation. It is the same as the drawing and closing of the katana. If it is to be used very accurately, the skeleton must be exactly the same as the original Mannequin, and the body shape or skeleton cannot be different. This is my current Know.
    To check if the skeletons are the same, please refer to another video.
    • Samurai Teaching
    Assets used
    www.unrealengine.com/marketpl...
    www.unrealengine.com/marketpl...
    www.unrealengine.com/marketpl...
    www.unrealengine.com/marketpl...
    www.unrealengine.com/marketpl...

Комментарии • 10

  • @burningflag3679
    @burningflag3679 3 года назад

    Wow that was fast, thanks. I was coming to post a work around when i found this. Thanks again for the quick reply.

  • @gamingsincethe80z59
    @gamingsincethe80z59 2 месяца назад

    Did you make one of these for unity

  • @Kitandroo
    @Kitandroo 2 года назад

    Have you figured out a way to use a skeleton that isn't the same shape as the Ue4 mannequin? I'd buy the assets but that's extremely restricting and not realistic for my project.

  • @ozarcgaming
    @ozarcgaming 3 года назад +2

    This is a better tutorial. Could you please make one for your Katana bundle as well? I know the theory is the same, but for people using your bundles for the first time, it valuable knowledge. Thanks

    • @ozarcgaming
      @ozarcgaming 3 года назад

      And can you use Paragon Countess in the example as she already comes with weapons. Also would like to see her being played once done.

    • @AnimsetWeaponMaster
      @AnimsetWeaponMaster  3 года назад

      ruclips.net/video/s0zz3oJf3N4/видео.html

    • @AnimsetWeaponMaster
      @AnimsetWeaponMaster  3 года назад

      I don’t know how to deal with the role of Paragon. The body shape and skeleton are completely different. There is no way to ensure that the combination and separation of weapons can be perfectly presented, or there are other ways I don’t know yet.

    • @burningflag3679
      @burningflag3679 3 года назад

      @@ozarcgaming as long as it's Countless or one of the human Paragon character it might work. (Don't use Geddion) his back piece has extra bones that screw up retargeting. And keep in mind you'll have to remove Countess weapons in blender fisrt for this to work at all.

  • @ayoubrezzouk3060
    @ayoubrezzouk3060 Год назад

    Hello what can i do if i want to combine with other animation that have the ik hand bone not animated ? ( i m adding climbing and swimming to my character )

    • @AnimsetWeaponMaster
      @AnimsetWeaponMaster  Год назад

      Shouldn't it matter?
      You can just hide the weapon, or set a socked in the back and attach the weapon to it while climbing or swimming