I love the content from this channel. I recently purchased VR Swords from the Market Place which is a really good pack, but it's even better to understand how these things work from the ground up, especially when sometimes Market place content is a bit too feature rich to the point it's difficult to break down and untidy. It would be awesome to see some videos going through how you set up what you discussed in this video (e.g the physics handler and skeletal mesh reacting to being nudged by the sword). Looking forward to your future content in any case
Getting physical animation to look good is another beast.. For example, sometimes the left leg joints are not setup to collide with the right leg joints. In the physics editor, You can see this by clicking the joint's capsule/shape and any shape it is set to collide with will show up in purple, and joints that don't collide will show up in white. The only joints you don't want colliding are the joint's it's connected to, like right thigh colliding with right knee is bad. Then there's the constraints to make sure they don't bend in unrealistic ways(unless bones are broken), but that can be awkward to setup because you might get it working perfect on one side and think you can just auto mirror it to the other, but turns out Unreal does not mirror some joints correctly, especially the upper arms/shoulders or thighs which can lead to headache if you try to fix it, easier to manually mirror in some cases.
I love how this just now came out. Love your content you're very informative. One thing you could do differently is you forgot something in another tutorial, went back and fixed it. That confused me. If I were making the video I would have cut the clip and added it to the earlier portion of the video. Again, You're doing God's work. Thank you
if you want to have some totaly physics based grabing like in bonelab you can use a physics constraint to bind the hand to the controller with a linear and angular motor and for the weapon you can use a physics constraint that is all locked (i believe the walking dead saint and siners do that to)
Hey can you please Explain me @7:55 how you managed this problem. Ive tetsted now over 16Hours and cant get rid of it. Also My sword only Trace Me or the Enemy when im Moven ?? You would be a hero. Thanks
QUESTION: 1) Is there a way to allow the player to smoothly rub against the wall in a hallway, without hitching, or friction? The need to avoid things in the hallway, but each time they touch the wall, they loose speed, and can actually come to a stop, if they push directly at the wall. I don't want that. I need them to just keep the forward momentum.
Thanks man, is there a tutorial we could get for this as im trying to currently do all of this and as a beginner... well ha its like figuring out time travel so would love a tutorial if you ever can x
Hey, I was wondering if you could do a video that shows how to get the valve knuckles finger tracking and teleportation working in UE5? I realise its a big ask but I'm really struggling with getting it to work for me
I love the content from this channel. I recently purchased VR Swords from the Market Place which is a really good pack, but it's even better to understand how these things work from the ground up, especially when sometimes Market place content is a bit too feature rich to the point it's difficult to break down and untidy.
It would be awesome to see some videos going through how you set up what you discussed in this video (e.g the physics handler and skeletal mesh reacting to being nudged by the sword). Looking forward to your future content in any case
Getting physical animation to look good is another beast.. For example, sometimes the left leg joints are not setup to collide with the right leg joints. In the physics editor, You can see this by clicking the joint's capsule/shape and any shape it is set to collide with will show up in purple, and joints that don't collide will show up in white.
The only joints you don't want colliding are the joint's it's connected to, like right thigh colliding with right knee is bad. Then there's the constraints to make sure they don't bend in unrealistic ways(unless bones are broken), but that can be awkward to setup because you might get it working perfect on one side and think you can just auto mirror it to the other, but turns out Unreal does not mirror some joints correctly, especially the upper arms/shoulders or thighs which can lead to headache if you try to fix it, easier to manually mirror in some cases.
I love how this just now came out. Love your content you're very informative.
One thing you could do differently is you forgot something in another tutorial, went back and fixed it. That confused me. If I were making the video I would have cut the clip and added it to the earlier portion of the video.
Again, You're doing God's work. Thank you
lets go.. Even im making a game focused on VR melee sword combat, its so hard to make a good melee AI
Its getting into the good stuff now
Great new type of content! Probably show more UE B Roll foortage of what you're talking about?
Found your channel recently. Keep it up, definitely helpfull stuff 👍
if you want to have some totaly physics based grabing like in bonelab you can use a physics constraint to bind the hand to the controller with a linear and angular motor and for the weapon you can use a physics constraint that is all locked (i believe the walking dead saint and siners do that to)
there a demo on my channel
Thanks for all these informations !
Could you make a tutorial on opening a chest or a box ? I didn't find any on your channel :/
Hey can you please Explain me @7:55 how you managed this problem. Ive tetsted now over 16Hours and cant get rid of it. Also My sword only Trace Me or the Enemy when im Moven ?? You would be a hero. Thanks
Do you have any plans to make a series of tutorial on how to make a multiplayer in VR ?
QUESTION:
1) Is there a way to allow the player to smoothly rub against the wall in a hallway, without hitching, or friction?
The need to avoid things in the hallway, but each time they touch the wall, they loose speed, and can actually come to a stop, if they push directly at the wall. I don't want that. I need them to just keep the forward momentum.
Is there a live stream or something of him making this project or only this video discussing the process?
Thanks man, is there a tutorial we could get for this as im trying to currently do all of this and as a beginner... well ha its like figuring out time travel so would love a tutorial if you ever can x
Hey, I was wondering if you could do a video that shows how to get the valve knuckles finger tracking and teleportation working in UE5? I realise its a big ask but I'm really struggling with getting it to work for me