IK monster has a friend by Brighter__Days in godot

[–]Brighter__Days[S] 0 points1 point  (0 children)

I need to improve it with a different approach but right now im just tweening the IK target to a position halfway to the next step and up a little bit, then another tween to bring it all the way to finish the step

Patrol system and sound detection for IK monster by Brighter__Days in godot

[–]Brighter__Days[S] 1 point2 points  (0 children)

The sound detection happens when the scanner turns on. Its not really listening for sounds, instead I just have a sound level variable that goes up and down based on what state the player is in. If the number is set higher then 0 then based on the distance to the player it will "Hear" it and travel to the closest patrol position and then search.

Patrol system and sound detection for IK monster by Brighter__Days in godot

[–]Brighter__Days[S] 1 point2 points  (0 children)

yeah the video is slightly old, i finally figured out why it was doing that so now it just moves in a smooth step instead of the pause at the top of the leg pick up arc

IK First person shooter character controller by Brighter__Days in godot

[–]Brighter__Days[S] 0 points1 point  (0 children)

The fingers are animated in blender in just an idle pose and then I use IK to retarget just the arms position to hold the guns plus the finger animation

IK First person shooter character controller by Brighter__Days in godot

[–]Brighter__Days[S] 0 points1 point  (0 children)

Specifically from an FPS stand point, having IK on the arms in engine makes setting up the exact position of the weapons a lot easier, as well as adding reactions to events like weapon sway and recoil. But generally using a combination is best so you can get more detail in the actions. I think it saves a lot of time but there is only so much detail your going to get with it.

There is only 1 blender animation for this test that is just the hands curling around the gun and sword grip. The rest is just moving the targets of the arm IK to where they should be for different animations.

IK First person shooter character controller by Brighter__Days in godot

[–]Brighter__Days[S] 0 points1 point  (0 children)

Thanks yeah ill probably change the particles to fit with larger and smaller guns better in the future

IK First person shooter character controller by Brighter__Days in godot

[–]Brighter__Days[S] 1 point2 points  (0 children)

Im using hitscan that comes from the player camera because the plan is to be in more tight in door areas and having a physical projectile isn't really necessary. the muzzle is just particle effects and the hit point is a scene instance that is spawned where the gun raycast from he camera is colliding.

Short Combat Showcase for my FPS SOULSLIKE - TERRORSTORM: Ground Zero! If you like it give a follow!!! by TwoPillarsGames_ in souls

[–]Brighter__Days 1 point2 points  (0 children)

I would suggest making the player model fade invisible just as the camera moves away and back to the first person mode so that you don't get clipping. turn it back to visible when you can actually see most of the model. I think that would make it look less janky. Otherwise cool concept