Really wanted to give first person animation a go!! was researching about it and this immediately comes up xD Really valuable information here, Awesome stuff :)
if you want shortcuts for Blender transformation in 3D space (move rotate scale) G - MOVE , S - To Scale , R - to rotate .. (then press XYZ for the axis that you want to get effected.) Blender has the best shortkey options , also you can create your custom Shortkeys and it's so handy..
While animating I use auto keyframe because it’s just so useful, but in order to create some separation between every rotation axis would you make the entire motion on one frame and manually shift around the keyframes, or just keyframe each axis on each frame?
Great stuff! You guys are a great team at presenting this stuff. Considering that the camera in general is handled by the player controller in-game, do you BUILD IN camera wobble "into" the baked animation? Or does that camera motion somehow get magically sent to the camera controller at runtime?
for extra credit, there is a lot of direction these days trying to merge FPS, TPS, and VR control systems. Are there any new strategies / control systems you are using to deal with what I guess is now being called (something like) "Full Body Awareness"?
Really cool. Only critique I'd make is the left hand grip on the gun, the thumb over the top looks really unnatural. Apart from that looks cool. Edit: it's been pointed out to me this is actually a legitimate hand grip, I apologise for the error.
i think counter strike animations were originally left-handed because of the animator, and then flipped by default afterwards i think in the newer CS games it's right handed, not exactly sure
Forgive me, I am only just diving into this world in the last month or so, but I assume a multiplayer game would require a whole body mesh as it will be seen by other players? or am I way off the mark?
For your local player its just arms. When you play multiplayer the other players will have a full body mesh but its hidden / not used on their local computers. Not all games though! For example Rust and Escape From Tarkov have partial/full body models because you are able to look down and see your body.
@@IlIlIIIIlIlIIlIllBut wouldn't that require another animation just for the other players? You can see that he is even moving the shoulder bones just because its not "on camera" and i'm sure that would not look good on a full body mesh (and if that is the case why not just do the full body one and use it on everything?)
bro i dont know how to use graph editor, this stuff is so daunting. every time i open graph editor theres like a million lines and i just dont get it. does using euler instead of quaternion make a difference with graph editor? should i use that? does it make it so i dont have to edit the graphs of each axis individually?
Very late response, but graph editor only looks intimidating, it's quite easy to master. All it is, is really just a graph view with the handles going from keyframe to keyframe that you can move/rotate to achieve a desired speed of motion. A detailed guide on using a graph editor is the best way to learn it. You have the Visibility (Eye) icon on the left and you just work your way from top to bottom and check what each curve does by moving it. I find it easiest depending on a complex rig to just turn on visibility on one and move everything with (G) key to see what happens. Euler and Quaternion are used to either make a rig move simpler or more complex. For characters and complicated rigs, Quaternion is necessary to avoid Gymbal Lock, which is a phenomenon when your rig starts producing unnatural twists and motions (like a hand snapping forward in between two poses). It's a bit more complicated than that, but this is a basic example.
@@cepheus3d i remember the camera was doing some gimbal lock stuff then i think, but anyways, its just too tedious for me to even try to deal with 3 different axes for every single keyframe
does all fps games use this kind of animation or there are some games that’s animated procedurally, and what can be the difference between them please, thanks :)
When animating the camera is it also exported with the arm animation? Wouldn’t that mean the fps rig wouldn’t be parented to the camera but instead the other way around?
At least from my experience working in games a camera would only ever be constrained, not parented, and on export to engine you’re baking all anim down. So it doesn’t matter what’s constrained to what because it all gets baked. Cheers
to achieve this, you make a camera bone for the arms rig, then you attach camera to this bone you created. While animating, you actually animate the camera bone. In game engine, you simply attach your camera to the camera bone you animated.
Missing the hole with the mag is as overused as the tacticool MW19 Parkinson's shaking. But thanks for the presentation, there aren't many videos on this particular topic of fps reloads.