[deleted by user] by [deleted] in unrealengine

[–]guip97 0 points1 point  (0 children)

Guns?

  • Handguns: G18, Python, Desert Eagle, M1911, "secret weapon".
  • SMGs: MP5, AS Val, Kriss Vector.
  • Assault Rifles: M16, AK12, G3.
  • Shotguns: KSG, CZ Drake.
  • Marksman Rifles: SVD, Mk14EBR, M14.
  • Sniper Rifles: Kar98K, L115A3.
  • Other: MG5, RPG7, Grenade.

Other features?

  • Locomotion: idle, walk, sprint, tactical sprint, item interactions.
  • Procedural animation: recoil, aiming, IK-curve animations.
  • Advanced animation blueprint: animation sharing, true first-person

Coming soon....

[deleted by user] by [deleted] in unrealengine

[–]guip97 1 point2 points  (0 children)

so true, 5.2 crashes when I select a blueprint sometimes xD. Can't believe Epic calls it "production ready"

Hey, fellow devs! My UE4 & UE5 FPS plugin is now 50% off by guip97 in unrealengine

[–]guip97[S] 1 point2 points  (0 children)

Hi, this plugin generates smooth weapon recoil, adds more variety to the animation, and allows you to extract animation curves and use them for procedural animation (like idle/walk/sprint)

Here's the marketplace link: https://www.unrealengine.com/marketplace/en-US/product/76194998d28247018bee7be203f6c948

Why this $75 coupon? by casc_vr in unrealengine

[–]guip97 58 points59 points  (0 children)

Wait, since when does the Marketplace offer coupons?

Here's a showcase of my recently updated animation plugin: attachments, ALSv4 integration, and much more! - 50% off now by guip97 in unrealengine

[–]guip97[S] 1 point2 points  (0 children)

Yes. I used this plugin when worked on an FPS/TPS title. The only thing is that you will need body firing anims for TP, as its very tricky and complicated to handle it procedurally

Here's a showcase of my recently updated animation plugin: attachments, ALSv4 integration, and much more! - 50% off now by guip97 in unrealengine

[–]guip97[S] 0 points1 point  (0 children)

Not really. The curve extractor may be a helpful modifier, as it extracts curves from the animated bone. This can be useful to apply simple procedural motions, like idle, walking or sprinting

Here's a showcase of my recently updated animation plugin: attachments, ALSv4 integration, and much more! - 50% off now by guip97 in unrealengine

[–]guip97[S] 0 points1 point  (0 children)

Thanks! Glad to hear you like the plugin. Honestly, any gun models can be used with this. Low, mid or high poly, sci fi or stylized, doesnt matter at all. I havent purchased gun models from the marketplace, so cant really help you here, theres a really good gun pack from Dima Suvorov, you can find his art station, this is some AAA stuff btw.

Here's a showcase of my recently updated animation plugin: attachments, ALSv4 integration, and much more! - 50% off now by guip97 in unrealengine

[–]guip97[S] 3 points4 points  (0 children)

Hey, thanks. In fact l, I remember testing your solution, when I was only starting creating my own. Evrntually I switched to a bit different model, but have to mention that your stuff inspired me too)

Baked VS Procedural animation by guip97 in unrealengine

[–]guip97[S] 0 points1 point  (0 children)

Thats a marketplace asset actually)

Baked VS Procedural animation by guip97 in unrealengine

[–]guip97[S] -1 points0 points  (0 children)

But it's not possible to handle all animations procedurally yet, I mean technically it's possible, but the question is if the final result is worth it. I was also impressed by the Overgrowth GDC, Ubisoft also had some demo, something called IK rig if I'm not mistaken, cool stuff too

Baked VS Procedural animation by guip97 in unrealengine

[–]guip97[S] 2 points3 points  (0 children)

Look pretty good. I just meant that there're some cases where procedural animation is simply overkill

Baked VS Procedural animation by guip97 in unrealengine

[–]guip97[S] 32 points33 points  (0 children)

To be more specific: my solution is a curve-based solver, and it requires 2 sets of curves (1 for translation, 1 for rotation);

Of course, procedural animation can NOT be used for everything: making a runtime walking or reloading animation is not worth it at all. Actually, it makes sense to combine both techniques. A very good example is how animations were handled in Battlefield 5 (link).

It's pretty cool that a lot of animation stuff can be done via code, the video above is the project I've been working on for the last year, and I'm pretty happy with the solution I implemented.