Finally - someone who doesn't spend 9 minutes advertising their merch and discord and randomly in the middle teaches you - a true masterpiece. Gets right to the point!
Thanks, in less than a minute you explained exactly what I wanted to know. I've been sitting here for an hour, watching 10-20 minute tutorials that didn't give this info at all. Most of them used some janky system where all weapons were attached at once, then making all but the "active" one invisible. This feels much more straight-forward and logical, and you don't have to have 50 assets attached to the character at all times. Just instantiate and make a child of the attachment bone.
After DAYS, literally days, I had the idea to look this topic up. Always thought I had to solve it within Blender itself, but no matter if I joined two meshes (Char & weapon), reset the originpoints and/or saved and exportet it in SO many ways, the meshes never stuck together. Thank you!!!! This was another day I was entirely spending on trying to work on third pers cam and on this, finally this problem got solved thanks to you and your undeniable helpful video!
@jackmakmorn the biggest problem is all the tutorials just give a high level view on how this is done, completely leaving out how exactly you get the animations in as well as the weapons. Also alot of tutorials animate the weapon and not the arms rig and it works with Unity and Unreal but no real explanation how to do it with Godot.
Bro more people should make tutorials just like you. Long tutorials are good for absolute beginners but when you're making the jump from beginner to intermediate some of them just feel like they go on an on and it's a drag
After trying to investigate for hours why my "ChildOf" constraints in the armatures for the accesories of my character didn't export on the glb file, and searching even more on how to fix this. This quick video gave me the answer I was looking for! Thanks a lot!
Ive been following a course I bought on Udeny, and of course im using a different model than the teacher supplies because hes pre-prepped everything and doesnt show this part 😂 thanks so much, I'll be giving this a try asap.
I love youuu men!! :* ITS BEEN 3 FRICKIN DAYZ!!! I am happy to watch Baubax ads before I watched this recommended video from godot.. now I can do RPG STYLE CHARACTER CREATION.. Baubax ads :D
In other words, to put a helmet or any piece of armor, just put the cube in that part with that bone and replace the cube's mesh with that of that piece of armor????. And things like cloth and movement????
@ Miziziziz - Hi love your channel thank you for all these great videos! I was very lost when I switched over from Unity but your videos really helped me a bunch! However there is still something that I am a little confused about in this video. How does one do this for armor and clothing, for example let's say pants? Then you'd need a mesh + bone attachment for each bone that is affected by the pants (so in your example upperleg.l, upperleg.r, lowerleg.l, lowerleg.r and hips) right? Is there another way to do this? Thanks again for all your vids, the motivation and inspiration!
Thanks for tutorial. How to prevent the attached weapon from passing through the walls? I tried with area node and KinematicBody + collision shape without result.
@@thatnico8697 Thanks, this is the video I found for those who are interested in this method: ru-vid.com/video/%D0%B2%D0%B8%D0%B4%D0%B5%D0%BE-9i6uxm_ioG0.html
However I imported my character models from blender, when I attached the weapon mesh to its hand mesh it would inherit its scales as well.. then different charters had different scales and I could not figure out how to make the scale independent from they’re parent.. this was a while ago I forgot sum the details I would have to load up the project
I have multiple animations so how do i make it so that the left hand stays locked with the weapon? i already know how to lock one hand. the problem is when i play an animation one hand is locked in good but the animation doesn’t coincide with the other hand. so it doesnt look good
Brilliant, this still works, I just did it, however Im in 4.2 and the Bone Attachment3D is showing a warning of "BoneAttachment3d node is not bound to any bones!" does anyone know what I need to do here? it does work, just has that warning on it. Ive selected a Bone name, and External Skeleton over ride, still the same,
Hey, any tutorial on how to do that from code? Or am I like supposed to add all weapons in game as childs to that BoneAttachment and hide them, and show only equipped? Cause it seems like very inefficient way to do it.
you'd have to write a script for gravity, then you'd need to do an animation for picking up the weapon and most likely you'd have to do some IK (inverse kinematics) stuff to definetly target the weapon on the pickup animation. As this is too much work I'd suggest something along the lines like Gothic (or Risen, Elex - every Piranha bytes game) does - Approximate an pickup animation for all objects and place them at first in the inventory. This is also the reason why The witcher 3 for example never shows people handing stuff over but only shows their upper bodies exchanging something but without showing the actual object. IK is fun and all but for a small team (especially if you are on your own) too much of a challenge. HTH
@@92deadbodyman Unfortunately I am not as experienced with Godot as I'd like to be so I cannot help you with your problem sorry. The solutions I suggested above were more a general advice than a concrete workflow for the Godot Engine. Wish you all the best for your project.