Advanced Locomotion + Sword Combat, Unreal Engine (Technical Animation)
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- Опубликовано: 9 мар 2022
- Detailed description of included locomotion/combat features could be found at my Behance page:
www.behance.net/gallery/10872...
State Machine:
Orient Based Locomotion:
- Idle & Aim Offsets
- Walking, Jogging, Running, Sprinting Cycles, Turns
- Starts & Turns in place
- Stops
Strafe Locomotion
Jumps
Equip/Unequip Weapon
Anim Dynamics
Battle System:
Melee Hit Combo
Directional Attacks
Long-Range Attack & Dodge
Hit Reactions
Quick Overview of NPC
short videos playlist:
• Azri Loco
You can play the demo on your PC by downloading the archive by this link: drive.google.com/file/d/1XFWy...
This is a project I've been working on for a while - advanced locomotion inside Unreal Engine + battle system with the enemy prototype. The project is root-motion based, 97% of main character animations are pure keyframe, but hit reactions/deaths and the NPC animations are I've made with a Mixamo mocap.
My Contacts:
Vyacheslav Borovik - Technical Animator, Kraków
behance.net/borovikmotion
linkedin.com/in/borovikmotion
borovikmotion@gmail.com - Хобби
респект и уважение за то что описал процесс на бихансе, за этот и FPS проект, очень крутые работы
спасибо!
amazing work.
Super Cool Animations
thank you! :)
This is exactly what I need for my project that’s actually crazy. Do you do any freelance work or are planning on releasing this as a marketplace product?
haha, no freelance work unfortunately, but maybe in some future I can upload this to the marketplace, after animating this using standard UE mannequin
@@borovikmotion That would be awesome I would definitely buy it! And no worries man, in case you're ever in need of some side work I pay starting at 25$ an hour!
hello. this is a really good job. can i ask you how can i start to learn this?. i made some 3d animations with cascadeur on the ue5 manne, and i would love to learn about this so i can play with them in my "DEMO PROJECT"
. i have some knowledge on bluepritns but nothing related to animations.
where did you start learning this pls?
Hi! Well, it's hard to say exactly where to start, I started a long time ago with simple mobile games, made some animations like idle & walk cycles, made some transitions in an engine, etc. Then I took body mechanics and advanced game animation classes in the animation school, it took about 8 months of study and then things got much easier. I believe classes like this could be found at iAnimate or similar workshops. Unfortunately, the self-study doesn't work really well with animation, as to learn you need feedback from a more experienced colleague, without it will be very hard to make progress. If you already have some knowledge in animation - then you can try to dig into the UE projects available in the marketplace, and watch tutorials on youtube, there is plenty of good stuff about anim blueprints and loco setup. Thank you!
@@borovikmotion yes lets say i've an intermediate level in animation, i kinda know the principles and "i can" animate characters. But the hardest part is teh ue5 technical part about anims. all tutorials i find are very basic ( just the locomotion with blendspaces, with basic state machine for the idle to run jump crouch. I am trying to find a good course that is specificly made for animators. i found one in agora but its also very basic. i need stuff about melee and locomotion at same time (¨where torso animation and leg anims are separated). Thank you for the help, i will try to find some projects in the marketplace that can help me understand better.
@@RDD87z well if you already understand how the basics work then you can go into the description of the video, there is a link with a detailed breakdown. Basically, at some point, the locomotion / combat system becomes not more complicated, but just bigger. So you just add more and more animations, like special anims for starts in 8 directions for different speeds, special anims for turns, special anims for stops at differen speeds for different foot phases, special anims for turning while moving, special anims for inclined surfaces, etc. it's all just blendspaces and montages
Nice! Did you created those animations?
Thank you! Yes I manually created animations for a main character, but the npc is mixamo-based
@@borovikmotion Great work, please keep up, it is very hard to find good female animations! Wish I create could create some of those for my project.
@@borovikmotion looks like ciri witcher 3 animations
woah..
Hey quick question. How do you get the sword attacks to land almost all the time?
hey, here player is attacking towards the enemy, so it's not like a hardcore-games where you need to aim the sword, attacks are auto aimed to the target enemy
@@borovikmotion So how would i go about doing this?
@@unknownhorizons 1) use "Find Look at Rotation" node to get direction from player to target (lets say it's 110 degrees)
2) play the most close animation to it ( it will be 135 degrees)
3) rotate the player in blueprint or code by this 15 degrees difference, I did it just by "SetActorRotation" node in event tick
here thiere is example is at 0:49 how it works, and also you can check here in the "directional attacks" section:
www.behance.net/gallery/108725255/Locomotion-Battle-System-Technical-Animation-Demo
@@borovikmotion Oh wow this is smart. Thanks for the reply!
Did you make the model of the main character yourself?
no, it's a free rig from @GameAnim
1:17 ❤
i like the music 🎶 🎶
Hi, I am a 3D animator and I am entering the world of video games. To achieve what's shown in this video, should I learn C++ or focus on learning Blueprint? I want to be able to create what is shown in this video, but I don't know where to start. Regards.
Hi! if you're an animator - you don't have to learn C++. It is required only for technical animators, and not for all of them, only if you really want to dig into a tecnical side.
For creating animation prototypes - basics of blueprints will be more than enough.
You can start with building simple projects, like third person loco, then increasing the complexity over time, replicating AAA locomotion and combat behaviour. If you can afford a course - it would be very helpful, like iAnimate game animation course or similar courses. they won't teach you the engine, but it is very helpful to be able to ask questions to an experienced mentor
Amazing! what graphical engine you're using?
thanks, is unreal engine 4
This looks so fun to play, will you release a game based on this?
haha, of course no
Hey man ! This video is really cool, do you want to make a multiplayer game with ?
I dont know if you have stopped this project because we didnt see any videos in 8 months but if you want to make a game call me, i want to learn and invest !
Thank you for having read this !
Hi, I'm not planning to do anything with that, the prototype is very different from a real game, it's a bad code, poor execution and made from non-commercial-use assets. I might rework animations using UE mannequin and put it into UE store with all blueprints, maybe 1 or 2 people will actually buy it :D
what role in the game developement are you trying to get into with this project?
I've been working in game development for 8 years already, the role is a technical animator, basically it's about creating and tweaking animation systems / rigs in maya/game engine.
@@borovikmotion thanks for the response. Hey i have my own playable character in unreal engine, I create 3d characters, rig them, make animation systems, and make a combat system just like this and I don't know what role should I assume to get in to game developement. How do I transform my projects into a portfolio to get into game dev?
@@borovikmotion did you use this video as your portfolio?
@@garrytalaroc there are multiple roles in what you've described:
creating characters - 3d character artist
rig - rigger, technical animator
animation - animator, gameplay animator, technical animator
animation systems - gameplay animator, technical animator, animation programmer
combat system - technical designer, combat designer, UE developer
btw if you're interested what is the difference between all these roles - there is a Game Anim book from Jonathan Cooper
It is impossible to know all at the good level, so you can choose the role depending on what are you focusing on, what is your best skill, and this part needs to be done really well, other stuff can be done maybe not so well, but it will show that you know what u're doing, that you understand the pipeline and you can work in the team, it is appreciated in the companies.
my project here is kind of average in animation, poor in combat, and very bad from a programming perspective, but all of this combined shows an understanding of AAA game development, so yep, I showed this video and the behance page as a portfolio and got a job as a technical animator. But I also had experience as a regular animator, before that
@@borovikmotionthanks man. I'm really interested to be in thr combat animation field.
do you have a tutorial for this?
hey, I don't think it's possible to make a "tutorial" about this, in that case it would be like a course of several dozens of tutorials, but there is a detailed breakdown in the description, with explanation of each feature and links to the blueprints code, like a high level overview. but it's not for beginners unfortunately
it`s so good, can you tutorial this animation?
thank you! not sure what do you mean by the tutorial, the unreal engine part is described at the behance page, but regarding the animation part, basically things like that are taught as a separate course at animation schools, as only main character contains more than 170 animations, so it could take a few months to describe it all :D
@@borovikmotion I looked at the sections about unreal engine on the site and it was not understandable because it is in the form of text, if you explain the same explanation in several videos, it will be much better.🙏