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True FPS stabilized camera in UE5 - Part 1: Expedition game - devlog 4 

Marsh Refinery Studio
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15 окт 2024

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Комментарии : 22   
@onpinsandneedles2609
@onpinsandneedles2609 Год назад
loved the POV joke! been following from devlog 0, you make great videos!
@gambello1195
@gambello1195 Год назад
Duuude I've been searching for an answer to this problem for months, thanks!!
@marsh-refinery-studio
@marsh-refinery-studio Год назад
Glad you found it helpful! Let me know how it turned out
@bernard2735
@bernard2735 10 месяцев назад
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.
@marsh-refinery-studio
@marsh-refinery-studio 10 месяцев назад
Thanks! I'm glad I solved your problem. What are you working on?
@bernard2735
@bernard2735 10 месяцев назад
@@marsh-refinery-studio I'm playing with an idea for an immersive educational game.
@marsh-refinery-studio
@marsh-refinery-studio 10 месяцев назад
@@bernard2735 Sounds great, good luck!
@kirashexenwerkstatt8289
@kirashexenwerkstatt8289 8 месяцев назад
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
@astralstormgamestudios1259
@astralstormgamestudios1259 10 месяцев назад
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!! 🙏👍
@lesterzamora8671
@lesterzamora8671 Год назад
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.
@marsh-refinery-studio
@marsh-refinery-studio Год назад
Thanks! I'm as excited as you are ;) The whole idea is to not use a second mesh, so we'll have to see if I can pull it off lol
@clockhavoc
@clockhavoc Год назад
Chicken chaser? You chase chickens?!
@marsh-refinery-studio
@marsh-refinery-studio Год назад
Is that a... is that a Fable: The Lost Chapters reference?
@clockhavoc
@clockhavoc Год назад
Hell ya it is.
@BigLemons
@BigLemons 4 месяца назад
Alright the Eminem reference got me to subscribe lmao
@yurrie5008
@yurrie5008 Год назад
Love your humors 😂
@arcanep
@arcanep 8 месяцев назад
i used tps body hid the head bone and used a 2nd mesh just duplicated owner no see on and cast shadows when invisible on , hope this helps someone 😇
@lz4090
@lz4090 Месяц назад
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?
@MrPyCCkuu1
@MrPyCCkuu1 10 месяцев назад
Why can't the pop-ups be seen?
@smitteree
@smitteree 5 месяцев назад
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.
@jetstreamfps
@jetstreamfps 4 месяца назад
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)
@Mellow-i9d
@Mellow-i9d Год назад
Cool :0
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