So glad that I found your channel - it is awesome. Right pace, deep content, great style, and you’ve solved a problem that I just came across. Added bonus of Cthulhu as your logo! Liked, subscribed, and looking forward to more.
Thank you for that cool tutorial! I wannt to make a restoration of Nature game with Photo mode and with zero experience it is great to see your work! And I love your idea
This is awesome!! I have myself setup true fps, but the issue was the head sickness , I solved it by using layer blending, lower body only , and the upper body used spinal & head rotation, and for the upperbody animations only arms animated, but that wasn't nice for replication, so I added another mesh but then it became cluttered since In using metahumans and the construction script and the other components got mixed between those 2 ... But with this approach I can still have upper body animations and only use 1 model for player and replication, thank you!! 🙏👍
Hey, thank you for this. Finally, someone who has great knowledge with control rig to eliminate the unnatural head bob of true fps. I have been invested finding procedural stuff for first person games and true fps stabilization has always evaded through the years (there was supposed to be a standalong plugin to fix it but it has not come out yet). As a pathologist, head bobbing on idle and even walking is just weird and not natural, we are meant to compensate such movement. Please do make a part 2 of this, I want to assume that you would make another mesh but for shadow only but not using the animbp with stabliized control rig? and you would just sync the two mesh? I am excited how to properly lerp between the values.
Yeah this is valid thanks, so this will solve the problem with part 1 and we dont need to use part 2 of the vid? You are only using with type of anim bp for the mesh and the shadow?
Bit late to the party, and haven't seen the upcoming video's, But.. Why not just ad a virtual bone to the skeleton and attach the camera to that? Stabilisation done, and shadow done. All you have to do is work out a way to hide the head in FPS mode for the owning player, otherwise it will clip. So, turn of head bone visibility for owning player, done, and done. No need for crazy calculations and such.
You still need to track HEAD socket position, cause you will attach VB to ROOT not, not to head. So in case your animation will change head position - you will have issues (camera will stay at the same position, but the HEAD and other things will move aside for example)