Godot 4.3 AnimationTree for Weapon & Movement Blending | Dynamic Hold Animations - FPS Series #19

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  • Опубликовано: 23 дек 2024

Комментарии • 22

  • @アドチ
    @アドチ 17 дней назад +1

    wow! i remember watching your first stairs tutorial. awesome to see how far you have come!

  • @amirosman8797
    @amirosman8797 Месяц назад +2

    WOW!! This FPS tutorial series is progressing really well, it’s actually becoming one of the best FPS tutorials on RUclips.
    Please continue on this subject and add weapon recoil and sway animations

  • @juliangirola7264
    @juliangirola7264 Месяц назад

    this about to be the best godot series of all time and i am here to witness it

  • @karmakunh552
    @karmakunh552 Месяц назад

    omg brod u saved me hours of blender animating the character to run, walk, crouch for every single weapon
    I did not know u could blend the animations like this in Godot
    Thank you bro ❤

  • @ItzVic
    @ItzVic Месяц назад +3

    really nice that you're uploading constantly, keep it up

  • @The_Stank9
    @The_Stank9 Месяц назад +2

    another majikayo banger!

  • @salvulcanogaming
    @salvulcanogaming Месяц назад +4

    i’m here for the 2am upload

  • @compyz74
    @compyz74 Месяц назад +3

    I watched ur character movement tutorial. Thank you so much. You’re amazing. And also your generation add on is so cool I was looking at it in the web browser. Thanks for making these videos, I’m excited to watch and learn

  • @CKay-o8j
    @CKay-o8j Месяц назад +1

    Dude, you're on a roll!

  • @futursoup9007
    @futursoup9007 Месяц назад +1

    solid! 🍒

  • @Zuk22Zed
    @Zuk22Zed Месяц назад +1

    The fact that CS:GO Weapons are the most popular Weapons in Fps Games😂

  • @drawtheword7590
    @drawtheword7590 Месяц назад +1

    the arm crouching issue you had might need to jut include the spine bone that the arms should be attached to in the blend filter. not a 100% sure but that is my best guess to the arms not following with the crouch animation

    • @MajikayoGames
      @MajikayoGames  Месяц назад +1

      im wondering if it's how i set up my bone hierarchy... i had to flatten it because of rigify. currently im thinking if i set up isolated arm only animations, and don't have a flattened bone hierarchy, it might work. i still have to test it.
      adding the spine in the filters doesn't seem to work, that just copies over the spine position of my weapon hold which is stationary at standing height.

  • @onokoreal
    @onokoreal Месяц назад +1

    Interesting so you're having a animation node state machine for every weapon? The way I did it myself is by having a single state machine for left and right arms and replacing animation dynamically using code so that I can make the process of adding new weapons easier, haven't got any issue making it this way so far

    • @AndreezyDev
      @AndreezyDev Месяц назад

      This is exactly what I needed!
      Youre goated

    • @onokoreal
      @onokoreal Месяц назад

      @@AndreezyDev Did you manage to reproduce it? I can help you if needed

    • @AndreezyDev
      @AndreezyDev Месяц назад

      @onokoreal
      I haven't yet, I'm still working on some bug fixes on my game, then I'll start on this. But for sure I'd be down to get some help!

    • @MajikayoGames
      @MajikayoGames  Месяц назад

      @@onokoreal yeah that way sounds like it would work too. Do you have a crouching state for your character controller? Not sure if it's how my character is set up but I needed to make crouching specific weapon animations too. I couldn't get it to blend locally just for the arm positions

    • @onokoreal
      @onokoreal Месяц назад

      ​@@MajikayoGames I do have a crouching state and other height changing mechanics like sliding but I don't have this issue. basically I use a single duplicated animationtree for both FPS and Third person animation which allows me to naturally have everything reflect properly on FPV.
      And they use different animation for FPV and third person (setup using code and animation replacement again) plus some unique blending restrictions for FPV to prevent hips movement and stuff like that.
      If you want to see it perform live you can see some footage on a gameplay vid here: ruclips.net/video/qUBo1rCXcUY/видео.html
      Also my whole game is multiplayer so I try to have faithful animation for 1P/3P I can't use rigid animations on a third person body

  • @ghorshy
    @ghorshy 11 дней назад

    Hey! I was thinking about making a state machine for player movement because now the script is really big. I'm having problems with preserving the current movement feel. Are you planning to implement it?

  • @jej_x
    @jej_x Месяц назад

    In which video do you go over doing fps full body? I.e. the true fps view with hands?