Guys, I feel that I need appreciate all of you for so warm words and subscribing. I definitely will make tutorial as I have spare time. P.S. Also many thanks to YT algorithms. :)
I had seen the video some time ago and because of the algorithm I came back here, glad to hear you have a tutorial planned, I would like to see how you tackle the Tfps.
One thing that I would say prevents this from being completely realistic, is how close the character holds the gun to their face when ads. Most games have character models hold the gun to close so it can improve the players visibility, but it’s a little unrealistic. Just try imagining holding a weapon that close to your face. Other than that this is incredible, and I am severely impressed.
Yeah, you are definitely right about gun placement. But when I made this project I wanted to keep the feeling many people used to. So I decided to keep the gun always in player's view.
@@BorisTen I know time is a precious thing and i'm not sure how programming this works, but if you want the challenge, try copying the same project into a new archive and making the gun's position as he said above, like in a realistic way and make a video on it. I'm just curious what it would look like. Maybe like VR idk
@@brutusmagnuson315 Agreed, this is just close ready or tight ready depending on who you ask. Full extension is best for accuracy, but there are good reasons why, say, in John Wick he uses this hold. Now what I'd really like to see in a video game or film is someone short-stocking a shotgun, where the stock rests on top of ones trigger shoulder and is canted ~90 degrees. I've trained with that for my home defense shotty, it brings a long gun down almost to pistol length at the expense of using a sight. Much tighter and who uses sights for an HD shotgun anyway? Lucky gunner has a great video on it: ruclips.net/video/PCqJIW4_K7s/видео.html
It's always so great to see full body in first person in games, it makes the immersion so much better. One of my go to mods for elder scrolls was a fps camera mod and seeing your version with built in ik for guns to move around an object is great. Also loved the mirros edge roll haha great work
This is bonkers and exactly what I want from any fps game I have played since 2016, thank you for all this hard work which proves to others exactly why this type of detail really makes such a huge impact on immersion and gameplay.
This is so sick! this is exactly what I've been trying to make for years but have never been able to. Just stopped working on it and decided to watch youtube and I found this. Great work and just like many of the comments, I would love to see a tutorial.
Most FPS games are fast pace, so the camera stays fix and barely moves unless given direct input or reacting to significant actions. More realistic games like Arma and Star Citizen will use true perspective to enhance the immersion (not everyone likes the clunkiness). In this demo however, the movements seem to be very smooth and responsive. That and viewing the animations from an outside perspective look natural. Id honestly see this in a game like Rainbow Six Siege or even Planetside if they made a third game.
this is beautiful. Every game I play I just imagine how much better it would look to have a full body instead of just a separate pair of legs for the first person, and if the third person animations were actually correct. More games need this even though I don't know how many difficulties this causes
Thank you! Yeah this system has it's own pros and cons. The pros are no doubled animations for first person and third person mesh. Cons - the system need more refining for good looking.
This, couple with maybe two seperate states for a gun being pointed or at rest, is the ideally perfect first person perspective model that could be used in everything from arcadey game ala farcry, to hardcore Stalker overhauls. You're doing a great job on this, and it's a shame more work doesn't go into things like this. Foating arms have been the standard since Wolfenstien for petes sake lmao, weve just made them 3D :p
This is really good man. You've done something big budget AAA games never bother to do. This has genuine value for the evolution of the gaming industry and I want to thank you for helping push it forward to always achieve a higher standard. Seriously, amazing job man, this kind of work has incredible value to the gaming industry.
@@LunarTikOfficial you clearly lack a brain so maybe don't make the more vulnerable people on the internet feel terrible that can't see through to what kind of person you actually are in real life. Maybe don't prey on the vulnerable and get a life. I hope one day you realise trying to take away from others achievements is a miserable way to live. Maybe try achieving something yourself. You'll feel happier, trust me.
This, needs more attention around it. The way games have been getting more and more realistic is crazy, we are getting close enough to simulate real life! keep up the good work and i hope the best for you.
This is awesome to see, true first person in a game (that actually feels good) is still a rare commodity. Been trying to figure out how to do something like this for a while, but got bogged down in the fact I was using my own character model instead of a mannequin that uses the stock UE skeleton.
Like another commenter pointed out, the only thing keeping this from perfection would be how close you hold a gun to the camera. If you went for that extra bit of realism and made the gun further away from the camera, with a realistic fov, that would be the icing on the cake. Regardless, fantastic work
Thank you! I really get your point. Frankly saying I was playing with different approaches (low/high ready positions with free head movement, higher fov value) but eventually I decided to keep the classic FPS feeling but with same body and animations.
At a certain point the gun needs to be unrealistically close to the camera, otherwise it'd be hard on most monitors to even see through the ironsights. Artificially zooming in the camera when aiming down sights could solve this problem without changing the animations but would also be unrealistic since your eyesight doesn't get better at distance if you're aiming a gun.
@@tau-5794 most games have implemented an FOV modifier with an aiming mechanic. Your average FPS is cramming a 90 degree FOV into the ~25 degrees your monitor occupies in your vision. This makes objects appear very small / far away in game. FPS games have always struggled to balance firearms with the apparent distances involved. You typically see players using magnified optics and _’longshots’_ in games like call of duty are a mere 30-50 meters. Games like Tarkov make the mistake of using actual ballistics data directly - making standard rifles practical laser beams / flat shooting at in game distances. Shotguns also tend to become exceedingly powerful.
dude this is so cool! I needed something to make my game seem more realistic and this looks perfect. If this was on the marketplace i would pay so much for this it look so high quality. You totally deserve 300 subs (i'm the 300th btw :D)
Wow thank you so much! I need to rework and refactor this project from scratch to be able to sell it. I don''t have much spare time to make it but will definitely think about it.
Wow, this is really impressive. Could I suggest that you also include the option to fire from frustum origin? This really helps for games where the player may end up closer to their target than their gun barrel can handle.
@@BorisTen I totally understand. But please do it whenever u get the time. I'd love to learn from you. Or maybe if u can direct us to the resources from where u learned all these ?
@@varunverma95 Google article of Fabrice Piquet about his approach to true first person and another one from Karl Lewis. The second one will be a good starting point I think.
great job with lining up those animations! Ive done something similar in unity before (although much less polished and way more janky than youve done here) and making sure the animations work in first person was a real pain, so yeah good work.
Hey man, amazing work, and thanks for the short insights into how every part is done, i'm still new with UE so a lot of this escapes me, if you could share some resources you found while working on it it would be amazing, there's so little actual guides on how to make true first person
A note about weapon/geometry interactions that I feel most games make a mistake with; when the weapon barrel collides with an object it shouldn't rotate upwards, but move backwards. With rifles the stock should go under the player's armpit. This way the weapon keeps pointing where the player is aiming while still not colliding with geometry. Imagine i'm trying to shoot out of a glass window for example and the weapon keeps pointing at the ceiling, thus depriving me of control. For an extra layer you can also check the back of the weapon to make sure it fits in whatever space you're trying to put it *then* tilt it upward if not. You should be able to fit pistols, smgs, and short rifles through a door sideways, but not snipers or longer rifles.
Фонарик) Честно говоря я никогда настолько гладких анимаций не видел, отлично постарался, на них действительно приятно смотреть звук выстрела из Ravenfield был неожиданным
People stated that the aiming animations feel odd from a 3rd person perspective, but they don't need to. When you aim your gun using sights you do "zoom in" and get a more accurate view of the sights and the front of the gun, so it does work like that to some extent. I would recommend trying to readjust the camera when using certain weapons and ADSing. That way you can still make animations that don't look odd in 3rd person, while helping keep that comfortable feel of an FPS's pov.
The thing is that I wanted to ADS at the same point exactly (to keep classic FPS experience) as while not in ADS. So I actually just kind of restricted myself in this situation.
This looks great! Also I have to mention, one game that came to mind that uses this exact system (if not exact, it's damn near close), is Star Citizen. If you haven't seen any of the fps gameplay from that game, I highly suggest you look some up. They have a very similar approach to the concept of true first person, and it might even help what you're doing. Either way, what you're doing is pretty impressive and I hope you are able to keep this up and make whatever you're making.
@@BorisTen Yeah but you actually went the extra mile. I don't think I've seen a true FPS view this good. I always thought Battlefield 1 did a pretty good job, but it seems you surpassed them.
Ever jump from a tall height? If I were to make a change to the falling animation I'd do a smooth increase in the FOV while adding blur on the edges of the screen and then some nice, very minimal motion blur during the roll.
I was looking for exactly this flashlight animation; when you hold only the flashlight, animation will be like that 2:32 and when with the pistol 3:04.. how did you do it or where did you get it?
I just made one 1-frame animation with flashlight. For pistol with flashlight I used IK approach. Also IK was used for preventing weapon wall clipping.
The Arma series has done this since 2001. It's not revolutionary. Any of the Arma engine games work this way. DayZ is quite popular and uses this system.
You right, Arma had this all the way from early 2000's. However many people still is very sensible to these kind of games like Arma due to motion sickness. So we need a proper camera stabilization on top of "true first person".
I think GTA V simulated this feature in first-person view long ago, and it's dizzy if I roll on the ground too many times. And GTA V offers a wonderful setting that switch to the third person temporarily when you lose control of your characters like being hit by a car or rolling
The only unrealistic part is the AKS, a real one is 1000x louder, way more power, and the sound is different, but for the tech demo at hand, this is fantastic, my favorite part is the shadow.
I love this. 2 gripes though - that revolver would kick really hard, and your character seems to handle it with robotic efficiency. ADS is also much too close, a pistol is usually held and aimed at arms length, but im not sure if this was a stylistic choice or not. The AK47 would also kick quite a bit more, but the distances on it are well. I love having first person landing animations, too, especially the roll. Reminds me of speedrunning MEdge.
One thing that i would change is making the guns Centralized while hip shooting, we tend to turn the body a bit so we can look from the top of the gun and see where It is pointing, bassicaly centering It (and with pistols we tend to point It foward and put It in the Center of our vision so we can see Directly where It is pointing and waste less time aiming (Saying from experience, may change from person to person but this is How It was for most of my time in Airsoft, nerf and shooting hobbies in general)
Back in 2006 Ghost Recon Advanced Warfighter the PC version done by GRIN studio had this. Doesn't matter if its 1st or 3d persone perspective you are looking - the animations are the same for both.
Red Dead Redemption 2 and GTA 5 kinda do this. 3rd person and 1st person animations ARE different. However, the 1st person animations look just fine when viewed from another player's perspective. This makes things really consistent, especially when using mirrors.
I will make a tuturial but I can't promise when exactly. My time atm is restricted but I really want to make a good series for True First Person topic.
Hi! In classic FPS games player controls floating camera with arms attached to it and there are two set of animations: one for first person view and the second one - for third person. In game development community "True First Person" means that there actually a full body and camera is attached to eye sockets or head bone of that body so we don't need two set of animations.
This looks very polished and the general "feel" is reeeeally nice when compared to many other full-body fps rigs! However, this has been done so many times over the years, and sadly as long as we can't simulate having two eyes on-screen, this can't be made to work 100% with only one set of animation rigs. At least not for multiplayer games. ADS I think is the biggest problem, as others have pointed out. Another is turning in place, how does it look with this rig? There's also the inconsistency of using pure IK for moving the hands near walls etc.. it's going to be somewhat of a QA nightmare. :) Anyway, awesome work fine tuning the feel of the movement to this level. The ledge drop looks really good!
Thank you very much! Yeah, it's definitely harder to maintain this kind of project instead of classic FPS. But we have a good example in AAA - Resident Evil 7 and 8. While they are not so realistic these games provide the best classic FPS feeling with full body animations in my opinion. But regarding multiplayer I agree with you, it's a nightmare to solve all problems.
Guys, I feel that I need appreciate all of you for so warm words and subscribing. I definitely will make tutorial as I have spare time.
P.S. Also many thanks to YT algorithms. :)
Can't wait for that tutorial, I really want to remake this with Unity! :D
I had seen the video some time ago and because of the algorithm I came back here, glad to hear you have a tutorial planned, I would like to see how you tackle the Tfps.
Pls make tutorials and/or market place assets
Great work!
Oh my god you will be my hero when you explain how you implemented all of this
This is the amazing base for all those crazy new bodycam videos ?
One thing that I would say prevents this from being completely realistic, is how close the character holds the gun to their face when ads. Most games have character models hold the gun to close so it can improve the players visibility, but it’s a little unrealistic. Just try imagining holding a weapon that close to your face. Other than that this is incredible, and I am severely impressed.
Yeah, you are definitely right about gun placement. But when I made this project I wanted to keep the feeling many people used to. So I decided to keep the gun always in player's view.
@@BorisTen I know time is a precious thing and i'm not sure how programming this works, but if you want the challenge, try copying the same project into a new archive and making the gun's position as he said above, like in a realistic way and make a video on it. I'm just curious what it would look like.
Maybe like VR idk
Actually, I’m enclosed spaces, it’s normal to have your weapon more nestled against your body than you would just casually shooting at the range.
The video showcases only one character.
@@brutusmagnuson315 Agreed, this is just close ready or tight ready depending on who you ask. Full extension is best for accuracy, but there are good reasons why, say, in John Wick he uses this hold.
Now what I'd really like to see in a video game or film is someone short-stocking a shotgun, where the stock rests on top of ones trigger shoulder and is canted ~90 degrees. I've trained with that for my home defense shotty, it brings a long gun down almost to pistol length at the expense of using a sight. Much tighter and who uses sights for an HD shotgun anyway?
Lucky gunner has a great video on it: ruclips.net/video/PCqJIW4_K7s/видео.html
It's always so great to see full body in first person in games, it makes the immersion so much better. One of my go to mods for elder scrolls was a fps camera mod and seeing your version with built in ik for guns to move around an object is great. Also loved the mirros edge roll haha great work
Thank you!
This is bonkers and exactly what I want from any fps game I have played since 2016, thank you for all this hard work which proves to others exactly why this type of detail really makes such a huge impact on immersion and gameplay.
*hugs-hugs* Thank you!
I have been killed so many times because I thought I was hidden but my hand was poking out a bit. GAMES NEED THIS!!!
Haha you right, we need better solutions for self awareness in multiplayer games.
just play TUBG
@@dester341 it's not true fps though
@@misterk1nd758 However, this game is better than PUBG
@@dester341 just play dayz
This is so sick! this is exactly what I've been trying to make for years but have never been able to. Just stopped working on it and decided to watch youtube and I found this. Great work and just like many of the comments, I would love to see a tutorial.
Hope someone picks this up and spreads the word. This type of animation should be mainstream by now! Amazing.
Thank you! I'm really touched by so kind words.
Most FPS games are fast pace, so the camera stays fix and barely moves unless given direct input or reacting to significant actions.
More realistic games like Arma and Star Citizen will use true perspective to enhance the immersion (not everyone likes the clunkiness).
In this demo however, the movements seem to be very smooth and responsive. That and viewing the animations from an outside perspective look natural. Id honestly see this in a game like Rainbow Six Siege or even Planetside if they made a third game.
@@Soliye. I don't know, even in Unreal Tournament I wouldn't mind having true first person perspective.
this is beautiful. Every game I play I just imagine how much better it would look to have a full body instead of just a separate pair of legs for the first person, and if the third person animations were actually correct. More games need this even though I don't know how many difficulties this causes
Thank you! Yeah this system has it's own pros and cons. The pros are no doubled animations for first person and third person mesh. Cons - the system need more refining for good looking.
Crysis, Mirror’s Edge…
This would be fantastic for a game combined with the parkour engine
That would be actually cool if we ever got reimagined Mirror's Edge!
This, couple with maybe two seperate states for a gun being pointed or at rest, is the ideally perfect first person perspective model that could be used in everything from arcadey game ala farcry, to hardcore Stalker overhauls. You're doing a great job on this, and it's a shame more work doesn't go into things like this. Foating arms have been the standard since Wolfenstien for petes sake lmao, weve just made them 3D :p
Thank you! Yeah it would be great if we can get more games with interesting and non-ordinary animation systems.
This is really good man. You've done something big budget AAA games never bother to do. This has genuine value for the evolution of the gaming industry and I want to thank you for helping push it forward to always achieve a higher standard. Seriously, amazing job man, this kind of work has incredible value to the gaming industry.
I'm crying tears fella, thank you for so warming and kind words. I really appreciate it!
Have you ever played a video game before!? 🤣
@@LunarTikOfficial you clearly lack a brain so maybe don't make the more vulnerable people on the internet feel terrible that can't see through to what kind of person you actually are in real life. Maybe don't prey on the vulnerable and get a life. I hope one day you realise trying to take away from others achievements is a miserable way to live. Maybe try achieving something yourself. You'll feel happier, trust me.
This, needs more attention around it. The way games have been getting more and more realistic is crazy, we are getting close enough to simulate real life! keep up the good work and i hope the best for you.
This is awesome to see, true first person in a game (that actually feels good) is still a rare commodity. Been trying to figure out how to do something like this for a while, but got bogged down in the fact I was using my own character model instead of a mannequin that uses the stock UE skeleton.
i can relate to this. I always try to use my own models and i think its been biting me in the foot
Like another commenter pointed out, the only thing keeping this from perfection would be how close you hold a gun to the camera. If you went for that extra bit of realism and made the gun further away from the camera, with a realistic fov, that would be the icing on the cake. Regardless, fantastic work
Thank you! I really get your point. Frankly saying I was playing with different approaches (low/high ready positions with free head movement, higher fov value) but eventually I decided to keep the classic FPS feeling but with same body and animations.
At a certain point the gun needs to be unrealistically close to the camera, otherwise it'd be hard on most monitors to even see through the ironsights. Artificially zooming in the camera when aiming down sights could solve this problem without changing the animations but would also be unrealistic since your eyesight doesn't get better at distance if you're aiming a gun.
@@tau-5794 most games have implemented an FOV modifier with an aiming mechanic.
Your average FPS is cramming a 90 degree FOV into the ~25 degrees your monitor occupies in your vision.
This makes objects appear very small / far away in game.
FPS games have always struggled to balance firearms with the apparent distances involved.
You typically see players using magnified optics and _’longshots’_ in games like call of duty are a mere 30-50 meters.
Games like Tarkov make the mistake of using actual ballistics data directly - making standard rifles practical laser beams / flat shooting at in game distances.
Shotguns also tend to become exceedingly powerful.
This has existed for a long time in the ARMA series
You right! But many people still feel motion sickness in ARMA's first person view. So we need good camera stabilization in these types of games.
holy shit dude you must worked really hard on this you are pro animator because this looks excellent
Thank you! I'm very pleased to hear so kind words. However I'm still learning a lot in programming and animation. :)
That's how FPP should look in every game! Would love to see some more in depth about implementation
As a person who’s just learning Unreal Engine, I love that I’m getting these videos in my recommendations. 😄
dude this is so cool! I needed something to make my game seem more realistic and this looks perfect. If this was on the marketplace i would pay so much for this it look so high quality. You totally deserve 300 subs (i'm the 300th btw :D)
Thank you mate. :) I will always remember that you TooMuchPing is my 300th spartan. :DD
Wow, this movement really looks organic! Great work!
Thank you very much. :)
soo cool, I totally see how this could improve the immersion in multiplayer games
Wait that's actually the best thing I've seen on a video game, I wish a lot more games used this, really great work
Thank you very much! I'm very pleased to hear that.
This is incredible!
I really want to see your work on a False First Person.
this is extremely impressive, can't wait to see your see that kinda stuff in more first person shooters
Thank you so much fella!
i am stunned at how impressive this is. This is something I hope you could even put into the unreal engine store! I would pay for this so hard lmfao
Wow thank you so much! I need to rework and refactor this project from scratch to be able to sell it. I don''t have much spare time to make it but will definitely think about it.
Wow, this is really impressive.
Could I suggest that you also include the option to fire from frustum origin?
This really helps for games where the player may end up closer to their target than their gun barrel can handle.
Yeah sure, we can just spawn projectile from camera not gun barrel.
It's really cool. Can you do a tutorial about how you implemented these.? Maybe like small small tutorials?
I can't promise, really. Maybe in near future, at this moment I need to do refactoring and optimize different parts of the project.
@@BorisTen I totally understand. But please do it whenever u get the time. I'd love to learn from you. Or maybe if u can direct us to the resources from where u learned all these ?
@@varunverma95 Google article of Fabrice Piquet about his approach to true first person and another one from Karl Lewis. The second one will be a good starting point I think.
@@BorisTen thanks !!
Step 1 would be to use the advanced locomotion system and expand on what is there :D
great job with lining up those animations! Ive done something similar in unity before (although much less polished and way more janky than youve done here) and making sure the animations work in first person was a real pain, so yeah good work.
Thank you LeMieux!
This is so cool, wow! keep it up!!!
Thank you, I will!
Amazing work, love to see these when there is one set of animations
the future of first person shooter looks amazing. this is what people needs more then fancy graphics.
Yeah, we need to find balance between graphics and actual gameplay.
would love to see a tutorial for this. been looking for something like this for months. btw great job
Hey man, amazing work, and thanks for the short insights into how every part is done, i'm still new with UE so a lot of this escapes me, if you could share some resources you found while working on it it would be amazing, there's so little actual guides on how to make true first person
A note about weapon/geometry interactions that I feel most games make a mistake with; when the weapon barrel collides with an object it shouldn't rotate upwards, but move backwards. With rifles the stock should go under the player's armpit. This way the weapon keeps pointing where the player is aiming while still not colliding with geometry. Imagine i'm trying to shoot out of a glass window for example and the weapon keeps pointing at the ceiling, thus depriving me of control. For an extra layer you can also check the back of the weapon to make sure it fits in whatever space you're trying to put it *then* tilt it upward if not. You should be able to fit pistols, smgs, and short rifles through a door sideways, but not snipers or longer rifles.
Фонарик)
Честно говоря я никогда настолько гладких анимаций не видел, отлично постарался, на них действительно приятно смотреть
звук выстрела из Ravenfield был неожиданным
Спасибо большое, очень приятно! :)
It’s the sound of each footstep that gets me🥲👌
People stated that the aiming animations feel odd from a 3rd person perspective, but they don't need to. When you aim your gun using sights you do "zoom in" and get a more accurate view of the sights and the front of the gun, so it does work like that to some extent.
I would recommend trying to readjust the camera when using certain weapons and ADSing. That way you can still make animations that don't look odd in 3rd person, while helping keep that comfortable feel of an FPS's pov.
The thing is that I wanted to ADS at the same point exactly (to keep classic FPS experience) as while not in ADS. So I actually just kind of restricted myself in this situation.
This looks great! Also I have to mention, one game that came to mind that uses this exact system (if not exact, it's damn near close), is Star Citizen. If you haven't seen any of the fps gameplay from that game, I highly suggest you look some up. They have a very similar approach to the concept of true first person, and it might even help what you're doing. Either way, what you're doing is pretty impressive and I hope you are able to keep this up and make whatever you're making.
Thank you, much appreciate so warm and kind words. I was actually heavily inspired by Star Citizen dev diaries!
@@BorisTen that’s awesome to hear! Keep up the great work.
Ground Branch has something similar. You can even choose where viewcam will be, between eyes or in right eye
Im always down to support!!
Thank you, appreciate it!
An actual true true first person view. Non of this wobbly camera vomit inducing nonsense. Good job.
Thank you! At first I've watched many tutorials on this topic. There all was one base principle: put that camera on a head and it's done. :DDD
@@BorisTen Yeah but you actually went the extra mile. I don't think I've seen a true FPS view this good. I always thought Battlefield 1 did a pretty good job, but it seems you surpassed them.
Fucking awesome, dude. This is so cool, I love this!! Great work!
This roblox game looks good, keep up the good work
Thank you mate! :)
Ever jump from a tall height? If I were to make a change to the falling animation I'd do a smooth increase in the FOV while adding blur on the edges of the screen and then some nice, very minimal motion blur during the roll.
You right but as you noticed I didn't any work with camera (there is even no camera shake while firing weapons).
@@BorisTen Well then I guess you know what to do next ;)
Looks like how its done in Star Citizen. Great job! They had a few million to develop this.
Thank you Lebeg! Aside from player controller they are making the entire universe. :D
I was looking for exactly this flashlight animation; when you hold only the flashlight, animation will be like that 2:32 and when with the pistol 3:04.. how did you do it or where did you get it?
lastly, I wonder how did you do the reaction of the gun when it approaches an object like in 1:23 how can I find the tutorial content about it?
I just made one 1-frame animation with flashlight. For pistol with flashlight I used IK approach. Also IK was used for preventing weapon wall clipping.
WE NEED TO SEE SOME MORE DEVELOPMENT THIS IS REVOLUTIONARY
The Arma series has done this since 2001. It's not revolutionary. Any of the Arma engine games work this way. DayZ is quite popular and uses this system.
You right, Arma had this all the way from early 2000's. However many people still is very sensible to these kind of games like Arma due to motion sickness. So we need a proper camera stabilization on top of "true first person".
1:20 This looks very similar to Insurgency Sandstorms way of weapons interacting with walls/cover.
Yes, Even bullet seemingly coming out of the barrel! But this its even more realistic, as IS uses a 2D animation to simulate all the reactions.
More games should do this
I think GTA V simulated this feature in first-person view long ago, and it's dizzy if I roll on the ground too many times. And GTA V offers a wonderful setting that switch to the third person temporarily when you lose control of your characters like being hit by a car or rolling
This is very clean i love it
Wow fabulous, it looks really smootth, good job :)
Thank you very much! :))
@@BorisTen You're welcome :)
terrific job on this, would love to see a tutorial or even just a brief run through of the code to see the basic process of the design!
Thank you mate, I will make tutorial for similar system in near future.
@@BorisTen so glad to hear it! keep up the good work!
Better than anything that's come out of a AAA gamedev studio in at least the last 10 years
Thank you mate!
thats so awesome man literally i been trying myself to do flashlight with tps and fps animations i was 80% there and got stuck .
Hey, Matt, nice to see you here! Thank you very much. :)
You could genuinely make anything out of this; horror, fps, or tactical shooter
Currently we make the game. You probably will hear about it in future.
This is very elegant.
1:48 Good trigger discipline
...right while firing the gun
:DDDDD He's using the power of telekinesis.
This looks amazing.
Great work on this!
I like how you used same animations for FPP and TPP. Also both look natural. Not every game gets that right.
Star Citizen did the same thing, but this looks like much better execution! Walking looks more natural than SC and movement more realistic.
Thank you! I really was inspired by SC dev videos to be honest.
The only unrealistic part is the AKS, a real one is 1000x louder, way more power, and the sound is different, but for the tech demo at hand, this is fantastic, my favorite part is the shadow.
Looks like how DayZ's First Person mode works. Dope!
gotta add the nose to first person view, ive never seen a game that has done that, for good reason but still itd be funny
Haha, it would be awesome! But probably in VR only, because in non-VR games we are playing as cyclops or one-eyed pirates. :DDD
great work so far :)
I love this. 2 gripes though - that revolver would kick really hard, and your character seems to handle it with robotic efficiency. ADS is also much too close, a pistol is usually held and aimed at arms length, but im not sure if this was a stylistic choice or not. The AK47 would also kick quite a bit more, but the distances on it are well. I love having first person landing animations, too, especially the roll. Reminds me of speedrunning MEdge.
Pretty sure this is just a modified version of advanced locomotion system v4
Hi. No, I used only animations from ALS V4, all the logic was made from scratch and it's very different from ALS as I wanted to learn how to make it.
man got that dayz movement
Very impressive!
Looking forward to the tutorial! New subscriber
One thing that i would change is making the guns Centralized while hip shooting, we tend to turn the body a bit so we can look from the top of the gun and see where It is pointing, bassicaly centering It (and with pistols we tend to point It foward and put It in the Center of our vision so we can see Directly where It is pointing and waste less time aiming
(Saying from experience, may change from person to person but this is How It was for most of my time in Airsoft, nerf and shooting hobbies in general)
satisfying af dawg
Maybe you could extend the weapon IK idle position a bit more but beyond that it's looking awesome dude!
Awesome dude!
Something like this as an injector for unreal games might make it so more third person games can have first person mods that are pretty decent
Wow dude, this is...
...
. . .
. . .
UNREAL
Haha thank you very much mate!
Title: "True First Person"
Me: Wow, this is cool and realistic!
**There is no pickup any weapon animation
Also me: Impossible.
Haha, sorry for that! :D
the graphics are amazing tbh
I’ve done this before. But great job!
Hey Boris, just wanted to ask whether you are still planning to release some tutorial on concepts you used for this beautiful setup? :)
Hi, Foxus! Yeah, I'm still planning to make a tutorial. However I'm working on AAA project rn and have little to no time unfortunately. 😔
@@BorisTen Hello. Can you release this as a marketplace plugin then? For money of course.
This would be amazing as a template!
Back in 2006 Ghost Recon Advanced Warfighter the PC version done by GRIN studio had this. Doesn't matter if its 1st or 3d persone perspective you are looking - the animations are the same for both.
Red Dead Redemption 2 and GTA 5 kinda do this. 3rd person and 1st person animations ARE different. However, the 1st person animations look just fine when viewed from another player's perspective. This makes things really consistent, especially when using mirrors.
MAN, good work! I'm also want to make FP shooter.
Do it mate!
this is cool for a project zomboid like game.
so good but is it als v3 ?
No, I've just used animations from ALS.
So its like Arma
big dayz vibes from this
So awesome work! Could we get a tutorial for this or buy this asset? Awesome job!
I will make a tuturial but I can't promise when exactly. My time atm is restricted but I really want to make a good series for True First Person topic.
beautiful.
That looks great! I'd also love to see a tutorial for that movement :D
Question: is this an real FPS because it haves an physical body and realistic camera movement?
Hi! In classic FPS games player controls floating camera with arms attached to it and there are two set of animations: one for first person view and the second one - for third person. In game development community "True First Person" means that there actually a full body and camera is attached to eye sockets or head bone of that body so we don't need two set of animations.
Randomly found this now, wish it'd have a tutorial or a marketplace plugin that we could buy. All the good stuff are abandoned or discontinued :\
This looks very polished and the general "feel" is reeeeally nice when compared to many other full-body fps rigs! However, this has been done so many times over the years, and sadly as long as we can't simulate having two eyes on-screen, this can't be made to work 100% with only one set of animation rigs. At least not for multiplayer games. ADS I think is the biggest problem, as others have pointed out. Another is turning in place, how does it look with this rig? There's also the inconsistency of using pure IK for moving the hands near walls etc.. it's going to be somewhat of a QA nightmare. :)
Anyway, awesome work fine tuning the feel of the movement to this level. The ledge drop looks really good!
Thank you very much! Yeah, it's definitely harder to maintain this kind of project instead of classic FPS. But we have a good example in AAA - Resident Evil 7 and 8. While they are not so realistic these games provide the best classic FPS feeling with full body animations in my opinion. But regarding multiplayer I agree with you, it's a nightmare to solve all problems.
Very cool, would love to see a tutorial of some kind on how you made this
DayZ does this
When running in ADS how do you keep the weapon from shaking around?
Hey, reubs, nice to see you here! :) Can you describe more what do you mean by shaking?
did u make these animations or can i get them somewhere? cause that run animation is clean
Locomotion animations are from ALS which is free in Epic's marketplace.
this has been done on arma, but doin it in ue is cool
nice job i find it hard to even open the softwire
I believe in you fella!
Love it dude