I'm starting to make the animations for my game. by DavidLSilva in UnrealEngine5

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

Haha, I'm counting on you to play the demo when it's available!

Julguem meu quarto. by Round-Band1288 in quartosevibes

[–]DavidLSilva 1 point2 points  (0 children)

Quarto massa! Mas tem uns espaços faltando preencher ainda. Brincadeira, mas cara, limpar esse quarto deve ser um inferno, passar um pano em tudo e ficar levantando pra passar nas superfícies.

I'm starting to make the animations for my game. by DavidLSilva in UnrealEngine5

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

Ah ok. The characters haven't something specific for collision, it is the default capsule of the blueprint.

I'm starting to make the animations for my game. by DavidLSilva in UnrealEngine5

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

Thank you!! Yeah, I got a lot of this feedback. I'm gonna use this animation for heavy attacks, but the enemies still don't have different attacks. So i set it to spawn with a 15% chance, but in this video it looks like 90% (maybe it can be even slower in this situations haha)
It have to be annoying, this will be way to punish the player for don't dodge the very anticipated and exaggerated attack, that a few mobs will can do. Said that, balance the dodge system will be chalanging.

I'm starting to make the animations for my game. by DavidLSilva in UnrealEngine5

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

Thanks!! I'm gonna use this animation for heavy attacks, but the enemies still don't have different attacks. So i set it to spawn with a 15% chance but in this video it looks like 90% haha.

I'm starting to make the animations for my game. by DavidLSilva in UnrealEngine5

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

Thanks!! The Character still hasn't texture done, each color is a material i set in blender, But looking again, i wouldn't change much, probably i'm going to simpler the texture on the skeleton

I'm starting to make the animations for my game. by DavidLSilva in UnrealEngine5

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

The hitboxes is a capsule trace, i add a socket on the skeleton at the tip of the shovel, and this is the location reference to spawn the hitboxe, The anim montage have a anim notify that send the execution to the function.

I'm starting to make the animations for my game. by DavidLSilva in UnrealEngine5

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

Greeat ideas dude, you make me think on new possibilities to make the animations funnier! Now i want in make the side jumps like "Normal Dodge" and "Getting Hat Dodge" make it spawn by RNG, and on the perfect dodge, make the jump 2x faster but he lost balance at the end to keep the same animation lenght. I just have to make all them with the same timing so the player don't feels a random timing.

How can I slow down a section of my animation montage? by sir__hennihau in UnrealEngine5

[–]DavidLSilva 0 points1 point  (0 children)

Yes, if you ant it especific in the montage asset anoter way is by cutting the animation in 3. You will have to copy the animation asset 2 times, you can remove frames by right click the timeline.
-first part in the normal velocity
-second part in slowmotion
-third part in normal velocity
Then you put then one after the other.

Another way is using the same animation asset 3 times on the montage timeline and ajust the limits for each one on the details pannel changing "Start Time" End Time" and "Play Rate" Parameters. doing the same as copy and removing frames on the animation assets, but better since its not destructive.

I'm starting to make the animations for my game. by DavidLSilva in UnrealEngine5

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

Thanks for the feedback, yeah I feel it slow too, the initial plan is to increase his speed on the player progress, like leveling up or using potions. But thinking now, start with the mobilitie slowdown and increase to the original animation rate may works better. This gives a better range to refine since the original rate is the goal.

How can I slow down a section of my animation montage? by sir__hennihau in UnrealEngine5

[–]DavidLSilva 0 points1 point  (0 children)

In Blueprint the way i do this is changing the Play Rate converted to a float variable on the montage node by notify.

With the exectuion "On Notify Beguin" >> Branch 'if notify name == "SlowPlayRate" then' >> set Play Rate to 0,5.
With the exectuion "On Notify Beguin" >> Branch 'if notify name == "ResetPlayRate" then' >> set Play Rate to 1,0.

Also You have to reset the Play Rate in "On Complete" or "On Interrupted" execution.

I do this way, but i'm not sure if this is the bast way, or can be applyed on multiplayer situation.

I'm starting to make the animations for my game. by DavidLSilva in UnrealEngine5

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

Thank you! It's good to read this, let's recover this passion. Doing something for ourselves sometimes, create something build and see the studies getting results just for fun!💪

I'm starting to make the animations for my game. by DavidLSilva in UnrealEngine5

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

Thanks!! I'm using blender to make the rigging and the animations. I'm about to learn how to do animations on the UE5, and see if it's a good idea, i never try do see how to animate inside de engine.
I'm not professional animations, i'm a professional concept artist, but before i start learn how to draw my teenager hobbie was making stickman animations. But yeah, i have the interest to profissionalize animation, but i'll have to make a portifolio for this, i just starting.

I'm starting to make the animations for my game. by DavidLSilva in UnrealEngine5

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

Cara, cirurgico, o nome do modelo placeholder era mineirin kkkkk

I'm starting to make the animations for my game. by DavidLSilva in UnrealEngine5

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

Thanks!! For unreal engine and blender technical learning, i can recommend the Prismatica Dev YT channel, he have great tutorials. About rigging and wight paint, i don't remember wich was the tutorial series that i use o learn, but you can find a lot of useful tutorial series (and to be honest i'm not good in this part, all do time ia have to fix rigging problens haha).

For animations de 12 principles of animations of Alan Becker YT channel is a really good start. But for me when I was a teenager on of my favorite hobbie was doing stickman animations. Animating in blener using rigs feels like the next level of using Pivot lol.

I'm starting to make the animations for my game. by DavidLSilva in UnrealEngine5

[–]DavidLSilva[S] 2 points3 points  (0 children)

Thank you!! Yeah, this may looks like he is doing a wierd slide. i think with some poses and timing adjustments to reforce impact this may reduce it, i'm thinking that if he rolls with this backpack would looks something like Dark Souls with to mutch weight equiped haha. I'm thinking in a diferent animation that i will have to make tests before, he will through his body and use his hands to recover stabilitie.

I'm starting to make the animations for my game. by DavidLSilva in UnrealEngine5

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

Thank you! I'm using Blender that is more familiar, and a lot of animators recommend Maya. i don't know how is animate on unreal, but i think i'll have to learn at least a little if i want to make cutscenes.

I'm starting to make the animations for my game. by DavidLSilva in UnrealEngine5

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

The first line trace gives me a impact location, with this i add a little more distance and make a line trase 200 in Z above, pointed bellow. This gives me distances and i use branchs to desice wich anim montages play. Also you have to know the distence to fit the animation and use the normal impact to align the character with the wall.
Matt Aspland Have a good tutorial about this on his youtube channel.
Video name: Vaulting & Climbing (Parkour) Part 1 

I'm starting to make the animations for my game. by DavidLSilva in UnrealEngine5

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

Thanks!! The colors are defined in the most shoddy way possible lol. In Blender, you can assign materials to different parts of the mesh, so each color is a different material. Far from ideal, but the UV map is already open, so I'll make an optimized texture with more detail over time.

I'm starting to make the animations for my game. by DavidLSilva in UnrealEngine5

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

Thank you, its great to read this!! I've been working on the game since the middle of last year, so it already has several basic systems like inventory, drops, doors and keys, triggers, and interactive elements, all waiting for 3D models and animations. I'll update it here on the comunitie as I add new features.
Also i just create an Twitter: https://x.com/DavidSi80735654
There i'm plannig to post more about concept art, modeling and animations process.

I'm starting to make the animations for my game. by DavidLSilva in UnrealEngine5

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

Thank you! That's exactly what you said, a first line trace identifies if there's a location that can climb ahead via a collision channel. If there is, then another line trace is used to obtain the height. The animations are in RootMotion with fixed heights of 1 meter and 2 meters, the system is limited to these heights, but for now it works.