As someone who has rigged characters for unreal engine. This is a godsend for anyone who may not know. Had a lot of headaches when importing my models.
This is why I test things before hand with something dead simple just to check importing is working correctly, there can be weirdness, by the way pro-tip for anyone dealing with Godot in particular, it's a good idea to create an individual folder for every model you import, Godot doesn't always play nice with the materials importing otherwise.
Bro you've probably literally kick-started my career with this amazingly concise video. The one thing I've always struggled with is animations and its always been due to this one issue all along! I'm quite technically minded and find most things easy to implement once I get the concept for it but this problem was just that roadblock I needed to climb man and this definitely isn't the first time you've blown my mind. The videos are perfect man keep it up!
*IMHO, your mini-tutorial videos are your **_BEST_** videos!* I get more digestible insight on certain aspects of game development that makes me appreciate gaming a lot more than I would've before!
Repent and follow Jesus my friend! Repenting doesn't mean confessing your sins to others, but to stop doing them altogether. Belief in Messiah alone is not enough to get you into heaven, you must become a new creation and be born again by responding to the Holy Spirit. - Matthew 7:21-23, Revelation 3:15-16 cf. Hebrews 10:26-29. Pay close attention to your thoughts and how you respond to your inner monologue because it has a greater impact than you think. Call on the name of Jesus and pray for Him to intervene in your life, and do all that you can to follow His ways.
There is an slight inaccuracy here. You should ALWAYS uncheck Deform an ALL control bones, any bone that should not affect geometry. This helps a lot when weight painting as you do not have to deal with unnecessary vertex groups. And this will save you from a lot of weight normalization nightmares. You can still us non-Deforming bones in animation just like any other bone. keeping things tidy can save you form a lot of rigging associated pains.
and not to mention the obvious utility of non-deforming bones being rightfully ignored for the initial automatic weights assignment. I guess some people tend to add control bones after that step, but it's much faster to just make all the bones you need right away and symmetrize the entire armature.
Repent and follow Jesus my friend! Repenting doesn't mean confessing your sins to others, but to stop doing them altogether. Belief in Messiah alone is not enough to get you into heaven, you must become a new creation and be born again by responding to the Holy Spirit. - Matthew 7:21-23, Revelation 3:15-16 cf. Hebrews 10:26-29. Pay close attention to your thoughts and how you respond to your inner monologue because it has a greater impact than you think. Call on the name of Jesus and pray for Him to intervene in your life, and do all that you can to follow His ways.
I love these videos & I miss them! Your current content is amazing & i love watching it, but the mini tutorials are what I started watching. Thanks for making fun bite sized dev content!
I remember I used to learn a lot about game development back in the UDK days, feels kinda nice to know that people actually want to make things not just consume it
Man I don’t think I’ll ever really use the information in your videos about making games (one can dream tho right?) but I really love watching each one you release. Always clear and concise. Beautifully done
You really ought to turn off 'deform' for control bones when you're building the rig and before you attach the mesh to it. Blender will only create vertex groups for deform bones, and it's having vertex groups for those bones (even with the weight being 0) that causes the issues when you bring it into a game engine. There are actually a lot of reasons why you might want to have non-deforming bones included in your skeleton. Like, for example, for use as an animated socket that other game objects attach to (like a holstered weapon or something).
Man allllllllll your videos are fun to watch, mini tutorials, glitches, tricks, whatever man, we are here for the journey and seriously just put whatever goes through your mind, you are fun to watch no matter what!
Only bones within skeleton are affected so animation itself is exactly the same. In simpler terms, only stuff that makes shit happen is different (stuff that you as a player don't see).
Yes, the final animation isn't simplified. I personaly use (in blender - unreal engine workflow) 2 skeletons for animating characters: first is the "game" skeleton and the other is "control" skeleton. The "control" skeleton is really easy to manipulate but has a lot of bones in a weird hierarchies, so it is good for pure animation And the game skeleton has only necessery bones with proper chierarchies.
The animation for everything except the game rig is usually irrelevant, so the control rig is like the strings on a marrionette. You move the strings around, but only the movement of the marionette itself is important.
i've loved your content from day 1 but this is the first thing i've had no idea about. everything else has been either an 'i know' or 'i had a general idea' but this is completely new to me!! love it!
Just a little add-on, you can actually import the non-deforming bones no problem and they generally don't create conflicts (occasionally you'll want to uncheck them from certain masked animations though). I like to keep my control bones in the rig I'm sending to the engine because I use them as pole targets and such when I do runtime inverse kinematics. That way it's all already where it needs to be and I don't need to set up another object.
Repent and follow Jesus my friend! Repenting doesn't mean confessing your sins to others, but to stop doing them altogether. Belief in Messiah alone is not enough to get you into heaven, you must become a new creation and be born again by responding to the Holy Spirit. - Matthew 7:21-23, Revelation 3:15-16 cf. Hebrews 10:26-29. Pay close attention to your thoughts and how you respond to your inner monologue because it has a greater impact than you think. Call on the name of Jesus and pray for Him to intervene in your life, and do all that you can to follow His ways.
I really enjoy seeing these design/dev element highlights, they're interesting and make me reflect on the things I do in my own game-making hobby projects.
I actually really appreciate the mini tutorials, this one is especially helpful as I’m literally about to start doing some blender work for characters in my first game.
Garbaj, I beg of you, you should make more of this content (weather it is to explain how things works or short tutorials). As somebody who is an aspiring blender animator, you have changed some of my perspective on things and even my approach on certain aspects. Regardless of what you choose, just know that we (or at least I) apricate what you do and are infinitely grateful.
Repent and follow Jesus my friend! Repenting doesn't mean confessing your sins to others, but to stop doing them altogether. Belief in Messiah alone is not enough to get you into heaven, you must become a new creation and be born again by responding to the Holy Spirit. - Matthew 7:21-23, Revelation 3:15-16 cf. Hebrews 10:26-29. Pay close attention to your thoughts and how you respond to your inner monologue because it has a greater impact than you think. Call on the name of Jesus and pray for Him to intervene in your life, and do all that you can to follow His ways.
THANK YOU Please post more things like this that you find, I haven't exported to Unreal yet but I'm going to soon, you probably just saved me hours of pain lol
I've always wanted to design my own games ever since I was a kid. I've dabbled with 3D game design and modeling programs at my local science center, and made a couple flash games for newgrounds as well (many many years ago). My life went in a different direction and I kind of gave up on the whole thing, but I really enjoy watching and learning from these videos you make. Maybe one day I'll have the chance to work on a game again and I can apply what I've learned from ya 😁
Bro I love these videos. I love learning about gaming. How they work etc. Even though they are for game devs it helps the players understand. And can improve our performances if we remember key things while gaming.
These small bits of info are also a way to appreciate more the work of developers. I don’t think I’ll ever develop my own games, but I definitely enjoy learning about new stuff and I love to play video games, so I find this kind of videos very entertaining and interesting. Great content here! Keep up the good work
Yo this is so cool! I like learning how these things work, even if I’m not necessarily planning on making a game anytime soon lol Keep the tutorials going if you’re feeling it
Repent and follow Jesus my friend! Repenting doesn't mean confessing your sins to others, but to stop doing them altogether. Belief in Messiah alone is not enough to get you into heaven, you must become a new creation and be born again by responding to the Holy Spirit. - Matthew 7:21-23, Revelation 3:15-16 cf. Hebrews 10:26-29. Pay close attention to your thoughts and how you respond to your inner monologue because it has a greater impact than you think. Call on the name of Jesus and pray for Him to intervene in your life, and do all that you can to follow His ways.
important thing to note is that if you select multiple bones in blender, unticking deform will just update the active bone. to apply it to all, you have to right click on the deform checkbox once you've disabled and click copy to selected
Repent and follow Jesus my friend! Repenting doesn't mean confessing your sins to others, but to stop doing them altogether. Belief in Messiah alone is not enough to get you into heaven, you must become a new creation and be born again by responding to the Holy Spirit. - Matthew 7:21-23, Revelation 3:15-16 cf. Hebrews 10:26-29. Pay close attention to your thoughts and how you respond to your inner monologue because it has a greater impact than you think. Call on the name of Jesus and pray for Him to intervene in your life, and do all that you can to follow His ways.
Agree with the comments below that the short bite size tutorials are always welcome. Any way you can help a game developer save time is a plus. Would love to see more. Thanks for this info!
Repent and follow Jesus my friend! Repenting doesn't mean confessing your sins to others, but to stop doing them altogether. Belief in Messiah alone is not enough to get you into heaven, you must become a new creation and be born again by responding to the Holy Spirit. - Matthew 7:21-23, Revelation 3:15-16 cf. Hebrews 10:26-29. Pay close attention to your thoughts and how you respond to your inner monologue because it has a greater impact than you think. Call on the name of Jesus and pray for Him to intervene in your life, and do all that you can to follow His ways.
In my company we use ExpyKit addon for Blender to convert UE skeletons into Rigify Control RIg which is awesome, make animations and converting it back, exporting fbx with proper settings, so skeletons have no changes and easily blending in UE like it wasnt touched except animattions included :) Addon also supports different kinds of stuff like mixamo for example. Recommend that for UE Blender users
Repent and follow Jesus my friend! Repenting doesn't mean confessing your sins to others, but to stop doing them altogether. Belief in Messiah alone is not enough to get you into heaven, you must become a new creation and be born again by responding to the Holy Spirit. - Matthew 7:21-23, Revelation 3:15-16 cf. Hebrews 10:26-29. Pay close attention to your thoughts and how you respond to your inner monologue because it has a greater impact than you think. Call on the name of Jesus and pray for Him to intervene in your life, and do all that you can to follow His ways.
please keep doing these mini-tutorials! also careful when setting bones to uncheck "deform". i think you have to do each bone individually because if you select several first then only the last clicked gets changed
Very cool video and if I was animating a videogame I would defenitly use your channel. I hope your work helps people and not sure why it was recommended to me. Much love and have a great weekend.
These mini tutorials are awesome, the old ones from 2yrs ago were a big help. Looking forward to more short ones with godot in 4.0 beta now even if its only a few here and there
In many shooter games there is no reward or incentive to shoot at other body parts other than the head. The thing I would like to see is: "Shooting at body parts with different weapons in different situations yield different results". This is an example: If a player is running and I shoot with a pistol in the legs it triggers a forward tripping animation. If the player is not running, then nothing much happens. Another example: If a player is moving backwards and I shoot him in the chest with a shotgun then he falls backwards. If he was still then it triggers a knockback animation. It's better to get the fall backwards animation because you can shoot back once you are on the floor. Instead getting the knockback animation where you are unable to react once the animation finishes. I think this change gives some sort of reward for utilizing your weapon properly. And gives an opportunity to survive if you know how to react if you are being shoot at.