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
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 ❤
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
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
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.
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
@@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
@@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
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?
wow! i remember watching your first stairs tutorial. awesome to see how far you have come!
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
this about to be the best godot series of all time and i am here to witness it
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 ❤
really nice that you're uploading constantly, keep it up
another majikayo banger!
i’m here for the 2am upload
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
Dude, you're on a roll!
solid! 🍒
The fact that CS:GO Weapons are the most popular Weapons in Fps Games😂
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
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.
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
This is exactly what I needed!
Youre goated
@@AndreezyDev Did you manage to reproduce it? I can help you if needed
@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!
@@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
@@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
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?
In which video do you go over doing fps full body? I.e. the true fps view with hands?