Hey guys, we'll be releasing the parts gradually, twice a week! Grab the complete tutorial source files here: infimagames.gumroad.com/l/fps-tutorial-source-files Check out our other work here: www.unrealengine.com/marketplace/en-US/profile/Infima+Games
Changing time (X) and units (Y) scales in Graph Editor, Ctrl+MMB, drag vertically in the graph editor window to scale the vertical axis, drag horizontally to scale the horizontal scale. The Home key on the keyboard scale both axes to fit the whole window
I would love to see a tutorial on Animation Layers, I didn't know Blender could do that. I often need to edit animations purchased from the Unreal Marketplace which are baked down and have keyframes on every frame. Layers make this manageable as you can add a sparsely keyed additive layer on top to adjust the dense base layer. Same goes for working with mocap animations. Thanks for the great tutorial series!
nice tutorial again only one question why u not using full body mesh because mostly modern fps game using full body mesh i think u not using full body mesh because it's too hard to handle and animate and it's take lots of time for animate
Hi, when we are importing the animations, in what part do we add the "camera-animations" that we created in blender? Right now I only get the character anims? :)
For some reason the Z location axis will work for the up and down anim, but not the X or Y. I've followed everything to the point and I'm not sure what's wrong. Anyone else run into the same issue and figure out a fix?
Something is wrong with my graph editor. Selecting the gun tab in the action editor doesn't bring up the toolbar to the left of the graph editor. only way i can get anything to show there is to turn of "Show selected" any fixes?
When i import the WEP animations into unreal i get this error Failed to import 'E:\@megascans\my stuff\Guns\M4 Remake\Blender_Starter_Files_FPSTutorial\_Exported\Animations\WEP\A_FP_M4A1_WEPFastReload.fbx'. Failed to create asset '/Game/M4A1/A_FP_M4A1_WEPFastReload'. and also says mesh contains SKEL_M4A1 bone as root but animation doesn't contain the root track. there is no info online at all. the body/arms animations work fine
@@InfimaGames I try to use mr mannequins tools but unfortunately it don't export the animation as it showing in blender viewport when I import the animation in ue5 the hands and fingers position changing. I am noob in animation. can you make video on how to make rig in blender I have custom fps hands. or how to apply custom character to your ue5 rig please. Love your series.
Hey guys, we'll be releasing the parts gradually, twice a week!
Grab the complete tutorial source files here: infimagames.gumroad.com/l/fps-tutorial-source-files
Check out our other work here: www.unrealengine.com/marketplace/en-US/profile/Infima+Games
Wish I had this when I started doing weapon animations 😭
Changing time (X) and units (Y) scales in Graph Editor, Ctrl+MMB, drag vertically in the graph editor window to scale the vertical axis, drag horizontally to scale the horizontal scale. The Home key on the keyboard scale both axes to fit the whole window
amazing Infima Games 😍
finished this one, onto the next, lets go! Great job on these, very easy to follow.
Thanks for the great content. Would definitely love another version of this using animation layers
You are the GOAT, thanks again for doing this series
I would love to see a tutorial on Animation Layers, I didn't know Blender could do that. I often need to edit animations purchased from the Unreal Marketplace which are baked down and have keyframes on every frame. Layers make this manageable as you can add a sparsely keyed additive layer on top to adjust the dense base layer. Same goes for working with mocap animations. Thanks for the great tutorial series!
So excited for the rest of the series! This is fantastic!
Thanks man
Ahh yes finally
Part 5: I was here 🫡
Can you teach us how to make a full fps game with a battle pass, store, team deathmatch and stuff like that.
Hello will you be making modeling series about guns and hands? This would be really useful i believe...
You can try out Blender's human meshes and experiment with those
nice tutorial again
only one question why u not using full body mesh because mostly modern fps game using full body mesh
i think u not using full body mesh because it's too hard to handle and animate and it's take lots of time for animate
Hi, when we are importing the animations, in what part do we add the "camera-animations" that we created in blender? Right now I only get the character anims? :)
Are you planning to export it to unity? I tried to add these animations to unity but the animation is not playing on any humanoid character.
For some reason the Z location axis will work for the up and down anim, but not the X or Y. I've followed everything to the point and I'm not sure what's wrong. Anyone else run into the same issue and figure out a fix?
Something is wrong with my graph editor. Selecting the gun tab in the action editor doesn't bring up the toolbar to the left of the graph editor. only way i can get anything to show there is to turn of "Show selected" any fixes?
When i import the WEP animations into unreal i get this error Failed to import 'E:\@megascans\my stuff\Guns\M4 Remake\Blender_Starter_Files_FPSTutorial\_Exported\Animations\WEP\A_FP_M4A1_WEPFastReload.fbx'. Failed to create asset '/Game/M4A1/A_FP_M4A1_WEPFastReload'. and also says mesh contains SKEL_M4A1 bone as root but animation doesn't contain the root track.
there is no info online at all.
the body/arms animations work fine
So you create an own aiming animation for every type of scope? Or just adjust the position
We adjust the position in-engine, usually. Creating one animation for each scope is generally a bit too much.
@@InfimaGames so you create a single animation for scoping in, then just adjusting the arms location if it’s a scope on etc
Finallyy6
Infima can you provide ue4 Manny rig please
You can use the "Mr Mannequins Tools" addon by Jim Kroovy which supports the UE4 mannequin 👍
@@InfimaGames
I try to use mr mannequins tools but unfortunately it don't export the animation as it showing in blender viewport when I import the animation in ue5 the hands and fingers position changing. I am noob in animation.
can you make video on how to make rig in blender I have custom fps hands. or how to apply custom character to your ue5 rig please.
Love your series.
Yessssssss finally