Unreal Engine 5 RPG Tutorial Series - #2: Locomotion - Blendspace, Crouching and Procedural Leaning!

Gorka Games
21 Feb 202347:51

Summary

TLDR在这段视频教程中,我们开始了一个新的虚幻引擎5 RPG教程系列。主讲人非常兴奋地介绍了基础的移动系统,包括设置动画蓝图、程序倾斜、以及创建两个状态:站立和蹲伏。通过添加停止动画,让角色的移动更加流畅和生动。视频中还提到了未来将添加的更高级的移动元素,如攀爬等。教程使用了虚幻引擎5.1.1版本,并推荐使用最新版本。创建了一个新项目,并导入了必要的动画,然后详细讲解了如何创建一维混合空间来根据角色速度平滑过渡不同的行走和跑步动画。此外,还介绍了如何创建状态机来管理角色的不同动画状态,并如何将这些动画应用到第三人称角色蓝图中。最后,视频还涉及了如何添加倾斜和跳跃动画,以及如何改进角色的倾斜动作,使其在转向时更加自然和流畅。整个教程内容丰富,适合希望在虚幻引擎5中创建RPG游戏角色移动系统的初学者和中级开发者。

Takeaways

  • 🎮 教程介绍了如何在Unreal Engine 5中创建一个RPG游戏的基础运动系统。
  • 🚀 开始时,创建了一个新的Unreal Engine项目,并使用了第三人称模板作为RPG游戏的起点。
  • 💡 使用了动画蓝图和状态机来控制角色的不同运动状态,如站立、蹲伏和跳跃。
  • 🌟 通过创建混合空间(Blend Spaces)来动态地根据角色速度变化调整动画。
  • 🏃‍♂️ 实现了角色的基础运动,包括行走、跑步和停止,并添加了停止动画以提高流畅性。
  • 🧍‍♂️ 为蹲伏状态设置了单独的动画和状态,使角色运动更加真实。
  • 🔄 利用状态机有效管理了角色的不同运动状态和过渡。
  • 🎭 通过动画蓝图实现了角色倾斜(Leaning)的效果,增加了角色运动的自然性和动态感。
  • 📁 强调了定期保存工作的重要性,以避免数据丢失或崩溃。
  • 🔍 提供了如何导入和使用Epic Games提供的免费动画资源。
  • 🔄 展示了如何通过设置布尔值和输入动作来控制角色的蹲伏状态。
  • 🎨 最后,还提到了如何为角色自定义材质和颜色,以创建独特的视觉外观。

Q & A

  • 在Unreal Engine 5中创建新项目的推荐版本是什么?

    -推荐使用最新版本Unreal Engine 5.1.1,因为这是最新发布的版本,可能会包含一些重要的更新和改进。

  • 在RPG游戏中,创建角色动画时,为什么要使用Blend Spaces?

    -Blend Spaces允许开发者根据不同的输入值(如角色速度)平滑地过渡不同的动画,从而创建出更自然和流畅的动画效果。

  • 在动画蓝图中,如何实现角色从站立到蹲下的过渡动画?

    -通过创建一个布尔类型的变量`isCrouched`,并在第三人称角色蓝图中设置输入动作来控制这个变量,从而触发从站立到蹲下的过渡。

  • 在Unreal Engine中,如何实现角色的倾斜(Leaning)动画?

    -通过创建倾斜的动画并将其设置为可叠加(additive)动画,然后在动画蓝图中使用`Apply Additive`节点来将倾斜动画叠加到现有的移动动画上。

  • 在设置角色动画时,如何调整角色的最大行走速度?

    -在第三人称角色蓝图中,找到并修改`Max Walk Speed`的值来调整角色的最大行走速度。

  • 在动画蓝图中,如何实现角色的跳跃和下落动画?

    -通过创建一个新的状态机来管理跳跃和下落的动画状态,并在状态机中设置相应的过渡条件,如速度向量的大小和方向。

  • 为什么在创建RPG游戏时,推荐使用第三人称模板?

    -第三人称模板提供了一个很好的起点,因为它包含了许多适用于RPG游戏的预设功能和组件,如角色控制器和摄像机设置。

  • 在Unreal Engine中,如何实现角色动画的缓存以优化性能?

    -使用状态机(state machine)来缓存动画,这样可以减少运行时的内存占用和处理需求,通过将多个动画状态组织在单个节点中来实现。

  • 在RPG游戏开发中,为什么需要设置角色的停止动画?

    -设置停止动画可以使角色的动作更加流畅和逼真,避免从行走或跑步状态突然停止时出现不自然的过渡。

  • 如何通过动画蓝图来控制角色的倾斜动画的强度?

    -通过计算角色的`Delta Rotation`(旋转差值)并使用一个乘以特定强度值(如10)的因子来控制倾斜动画的强度。

  • 在Unreal Engine中,如何实现角色从正常行走到蹲行的平滑过渡?

    -通过在动画蓝图中创建一个新的蹲行状态机,并且使用布尔变量`isCrouched`来控制角色是否处于蹲行状态,从而实现平滑过渡。

Outlines

00:00

😀 开始 Unreal Engine 5 RPG 教程系列

本段介绍了一个全新的 Unreal Engine 5 RPG 教程系列的开始。讲解者非常兴奋地介绍了将要学习的内容,包括基础的移动方式、设置动画蓝图、程序化倾斜等。计划创建两个状态:站立和蹲伏,以开始感受角色的移动,并添加停止动画以增强效果。提到视频可能会比较长,因为想要在第一个视频中完成移动方面的教学。

05:02

🚀 创建新项目并导入动画

讲解者指导观众创建一个新的 Unreal Engine 项目,并推荐使用最新版本的 Unreal Engine 5.1.1。选择第三人称模板作为 RPG 游戏的起点,并确保选择了蓝图选项。接着,讲解者介绍了如何导入所需的基本移动动画,并展示了如何在内容浏览器中设置和组织这些动画。

10:03

🔍 创建动画蓝图和状态机

本段讲解了如何创建一个新的动画蓝图,设置状态机,并为角色的静止和移动状态创建不同的状态。详细说明了如何将动画拖入状态机中,并根据角色的速度动态改变动画。还介绍了如何创建一个停止动画状态,以及如何设置状态之间的转换条件。

15:03

🎮 第三人称角色蓝图和速度设置

讲解者展示了如何进入第三人称角色蓝图,并设置角色的动画类以使用新创建的动画蓝图。介绍了如何获取角色的速度,并将其与动画蓝图中的变量关联,以便根据玩家的实际速度动态播放动画。

20:04

🦵 添加跳跃和下落动画

本段介绍了如何为角色添加跳跃和下落的动画。讲解者展示了如何创建新的动画状态,并将其与相应的动画关联。还介绍了如何使用变量来控制角色是否正在下落,并根据速度变化来切换不同的动画。

25:06

🔧 优化动画蓝图和实现蹲伏

讲解者对动画蓝图进行了一些优化,使其更加整洁,并开始实现角色的蹲伏功能。介绍了如何创建一个新的状态机来处理蹲伏状态,并设置蹲伏和站立之间的过渡。

30:08

🧍 实现角色蹲伏的输入和动画

本段讲解了如何在第三人称角色蓝图中实现蹲伏的输入动作,并将其与动画蓝图中的蹲伏状态关联。介绍了如何设置输入映射,以便玩家可以使用特定的键来控制角色的蹲伏动作。

35:09

💪 添加倾斜动画和调整角色外观

讲解者展示了如何为角色添加倾斜动画,以使角色在转弯时更加自然和流畅。此外,还介绍了如何改变角色的外观,包括颜色和材质,以创建一个更加独特的角色形象。

40:10

🔄 调整动画细节和角色材质

本段继续调整动画细节,确保跳跃和下落动画能够正确播放。同时,讲解者还展示了如何为角色的材质设置特定的颜色值,以完成角色外观的自定义。

45:11

🎨 完成角色外观设置并总结

讲解者完成了角色外观的设置,确保了角色的蹲伏、倾斜和移动动画看起来非常出色。最后,讲解者总结了整个教程的内容,并鼓励观众为视频点赞和订阅频道,以便跟进接下来的 RPG 系列教程。

Mindmap

Keywords

💡虚幻引擎5(Unreal Engine 5)

虚幻引擎5是由Epic Games开发的一款游戏引擎,广泛用于游戏开发以及其他实时3D应用程序的创建。在视频中,它作为教程的基础平台,用于创建角色动作和游戏机制,是整个视频教程的核心工具。

💡角色动画(Character Animation)

角色动画是游戏中用于呈现角色动作和行为的动画技术。视频中,通过设置不同的动画状态和转换,如行走、奔跑、跳跃和下蹲,来实现角色的动态表现,是构建游戏角色逼真动作的关键环节。

💡蓝图(Blueprint)

在虚幻引擎中,蓝图是一种可视化脚本系统,允许开发者通过图形界面编写游戏逻辑而无需编写代码。视频中大量使用蓝图来设置角色的动作和转换,体现了其在游戏开发中的灵活性和易用性。

💡动画蓝图(Animation Blueprint)

动画蓝图是虚幻引擎中用于定义和控制角色动画的一种蓝图。视频中通过动画蓝图创建了角色的行走、奔跑和下蹲等动作,并通过状态机来管理这些动作之间的过渡,是实现复杂动画逻辑的重要工具。

💡状态机(State Machine)

状态机是一种计算模型,用于管理复杂系统中的状态转换。在视频中,状态机被用来控制角色的不同动作状态,如静止、行走、奔跑和下蹲,以及这些状态之间的平滑过渡。

💡混合空间(Blend Space)

混合空间是虚幻引擎中用于创建平滑过渡动画的技术,它允许在不同动画之间进行插值。视频中使用1D混合空间根据角色的速度变化来动态选择行走和奔跑的动画,增强了角色动作的真实感。

💡程序化倾斜(Procedural Leaning)

程序化倾斜是一种动态生成角色倾斜动作的技术,用于模拟角色在转弯时的身体倾斜。视频中通过程序化倾斜让角色在移动时更加自然,增强了游戏的沉浸感和角色动作的流畅性。

💡下蹲(Crouch)

下蹲是角色的一种常见动作,用于模拟角色蹲下或潜行的行为。在视频中,通过创建下蹲的蓝图和动画状态,实现了角色在游戏世界中的下蹲动作,增加了角色行动的多样性。

💡源代码控制(Source Control)

源代码控制是一种版本控制的方法,用于记录和管理代码的变更历史。虽然视频中没有直接提及,但它是游戏开发中重要的一环,可以帮助开发者追踪更改、协作开发以及在出现问题时恢复到之前的稳定版本。

💡第三人称模板(Third Person Template)

第三人称模板是虚幻引擎提供的一种预设项目模板,专为第三人称视角的游戏设计。视频中使用此模板作为RPG游戏开发的起点,因为它包含了基本的第三人称角色控制和摄像机设置,可以加速开发流程。

Highlights

开始新的Unreal Engine 5 RPG教程系列,非常激动

从基础的移动系统开始,设置动画蓝图和程序化倾斜

创建两个状态:站立和蹲伏,以开始感受角色的移动

添加停止动画以增加流畅性

使用最新版本的Unreal Engine 5.1.1进行项目创建

使用第三人称模板作为RPG游戏的良好起点

导入Lyra模板的基本移动动画

创建新的动画蓝图和状态机来控制角色的移动

设置基于角色速度的动画混合空间

实现角色的跳跃和下落动画

通过状态机实现从站立到蹲伏的过渡

调整最大步行速度以匹配蹲伏动画

实现角色倾斜以增加移动的真实感

使用时间轴平滑相机的缩放以匹配蹲伏动作

创建倾斜的动画蓝图并应用倾斜效果

通过角色的旋转和倾斜增量实现程序化倾斜

更改角色材质以匹配特定的视觉效果

教程结束时鼓励观众喜欢、订阅并关注RPG系列的进展

Transcripts

play00:00

what's up guys welcome to new Unreal

play00:02

Engine 5 tutorial today we are starting

play00:04

with the RPG tutorial series I am very

play00:07

very excited we will begin with the base

play00:09

of The Locomotion and we will start

play00:11

setting up the blend spaces animation

play00:13

blueprint procedural leaning and more we

play00:16

will set up two states an art and Crouch

play00:18

so we can start to get the feel of the

play00:21

character's movement and we can add a

play00:23

stop animation to make it more food and

play00:25

procedural leaning as I mentioned before

play00:27

to make it feel more Vivid this video

play00:29

might be a bit longer than expected or

play00:31

compared to others but I wanted to get

play00:33

this Locomotion aspects done in this

play00:36

first video this is only the start of

play00:39

the core elements of The Locomotion

play00:41

system so with time we will add the

play00:43

Assassin squid or core elements such as

play00:45

vaulting Etc it's going to be a very

play00:48

easy build to follow so let's get

play00:50

started

play00:53

all right so let's create a new UE

play00:55

project I will be using the latest

play00:57

version of Unreal Engine

play00:59

5.1.1 and I do recommend that you use

play01:03

the latest version 2 or at least my one

play01:05

if you are still in UE 5.0 it should

play01:08

still be okay but always try to use the

play01:11

latest one which again I will be using

play01:14

5.1.1 which actually just released a few

play01:16

days ago so we're going to be using the

play01:19

third person template as it is a great

play01:21

starting point for a RPG game we'll be

play01:24

using only blueprints so make sure that

play01:26

blueprints is selected now the other

play01:28

options you can customize this as we go

play01:31

I will be using desktop maximum sorry

play01:34

content and Ray tracing off but you can

play01:37

change this later on so it doesn't

play01:38

really matter go ahead and choose the

play01:41

file location for your part and then we

play01:44

can put a name in my case let's do for

play01:46

example RPG

play01:49

um underscore tutorial

play01:52

series

play01:53

and as we cannot put any spaces we need

play01:56

to put underscores and that's pretty

play01:58

much it again make sure blueprint is

play02:01

selected and third person and your you

play02:04

know good location and the name and now

play02:07

we can go ahead and click create alright

play02:10

so project created so let's get started

play02:13

by importing the animations that I have

play02:15

left in the description there is some

play02:16

basic Locomotion animations from lyrex

play02:18

template so they're completely free and

play02:20

available from epic games but because it

play02:23

is too much of a fossil to you know

play02:24

create a Lyra pride and import them one

play02:28

by one and it will you know fill up a

play02:30

lot of your space on this on your

play02:32

computer what I did was just export the

play02:34

ones that we need and left them in the

play02:37

description so let's go ahead and load

play02:38

them and now we can go ahead and import

play02:40

them so

play02:41

we're going to do is go into the

play02:42

characters folder and then we're gonna

play02:44

do is create a new folder this will be

play02:47

RPG

play02:48

underscore character

play02:51

when we have a proper name for a

play02:53

character if you want to we can later on

play02:55

change the name let's go ahead and enter

play02:56

and now we want to create a new folder

play02:58

for this animations

play03:01

let's go ahead and enter and now let's

play03:02

go ahead and open the folder so I don't

play03:05

know if I would have made a zip but if

play03:08

so just unzip them now select all of

play03:10

them and just drag them into the content

play03:12

browser so now this window will pop up

play03:14

so first of all let's go up here and

play03:16

reset them to default so we have all

play03:18

these settings like normal

play03:20

so we have to go ahead and select

play03:21

skeleton in our case it will be the SK

play03:24

mannequin the normal ue5 mannequin now

play03:27

don't make the mistake of going ahead

play03:29

selecting the alt ue4 one we want to

play03:32

just get the normal uh SK mannequin and

play03:35

now we can go ahead and just say import

play03:37

o and now with some seconds all the

play03:40

animations should be in our content

play03:41

browser in our product and we can start

play03:43

creating the blend spaces and stuff and

play03:45

there we go count of shift s to save

play03:47

everything and now you will see that

play03:50

we have the animations really cool so

play03:53

basically what we're going to do is

play03:55

create a new folder and it's going to be

play03:57

a locomotion

play03:58

so in our case for now what we're going

play04:01

to do is also use the template default

play04:05

animations so in our case for The

play04:07

Locomotion animations there's only two

play04:09

new over here which are idle break and

play04:11

unbox top so let's go ahead and drag

play04:12

them and move them here

play04:15

now I'm gonna create a new folder it's

play04:17

going to be crouched and now we want to

play04:19

select these two folders and so I

play04:21

animations I moved them into the folder

play04:23

let's go ahead and enter into Locomotion

play04:25

and what we want to do is start creating

play04:27

the animation Blank Space go ahead and

play04:29

right click onto animation and I go into

play04:31

Legacy and we will set the blank space

play04:34

1D so what is a blank space well let's

play04:38

say it is like a timeline where you can

play04:40

put different animations and depending

play04:42

on a value you can transition smoothly

play04:44

depending on on them so in our case we

play04:48

want to

play04:49

change the animations depending on our

play04:52

character's speed

play04:54

and 1D is just Just One Direction okay

play04:56

let's go ahead and select it and again

play04:58

we have to set the SK mannequin and now

play05:01

we want to change the name into The

play05:03

Locomotion

play05:05

let's go ahead and open this up put it

play05:08

over here so now the horizontal axis

play05:10

will basically be the timeline so we

play05:12

want to change the name into be speed

play05:15

and then the minimum will be zero and

play05:17

the maximum will be 500. the maximum

play05:20

value will be the maximum speed that a

play05:22

character will be allowed to walk or run

play05:24

and where I'm getting this value where

play05:26

if we go into the third person character

play05:29

blueprint and go into the character

play05:31

movement component you will see that

play05:32

currently this set as 500 in Maxwell

play05:34

speed so that's why I'm getting this

play05:36

value if you were to change the max

play05:38

value of that speed you had to change

play05:40

here alright so now we can go and drag

play05:43

our animations so we're not to go into

play05:45

our asset browser now if you don't see

play05:47

it you can just go into windows and it

play05:49

will be here

play05:50

wait so let's go ahead and get our

play05:53

In-Place animation let's go ahead and

play05:55

drag it and put it until that now you're

play05:58

probably wondering why we are not

play05:59

starting on the idle animation and it is

play06:03

because we're gonna later make all the

play06:06

scheme and transition it from the

play06:07

animation blueprints there so we want to

play06:10

start already this animation blueprint

play06:12

with a little bit of speed okay it will

play06:15

make sense later okay and while we're

play06:17

doing this but we want to get the in

play06:19

place animation because it is the the

play06:21

slowest walk animations like just

play06:23

tipping over here now we want to find

play06:25

the walk animation and it will be

play06:28

the mm walk forward I want to put it

play06:31

exactly at the middle and now we want to

play06:33

search for the Run animation and it's

play06:35

going to be the mm run forward

play06:36

let's go ahead and put it on to the

play06:38

right now if I hold Ctrl you'll see that

play06:41

I can preview the difference on the

play06:43

speed and how as the loss increases the

play06:46

character will change the animation and

play06:48

it just looks really really cool now we

play06:50

have a detail to turn on this so if you

play06:52

want you can check that out anyway so

play06:55

let's go ahead and save it and now we

play06:56

can close it

play06:57

let's go back into our folder which was

play06:59

RPG character animations and now let's

play07:02

go ahead and go into the animation

play07:06

blueprint so we have to create a new one

play07:07

right click animation blueprint again we

play07:11

want to select the skeleton

play07:13

and now it's gonna be ABP symbolizing

play07:16

animation blueprint underscore and then

play07:18

RPG RPG there we go character

play07:23

I want to open this guy up

play07:25

wait so the first thing I want to do is

play07:28

create a new state machine let's go

play07:30

ahead and right click State machine

play07:33

and there we go so now we selected we

play07:35

can change the name and this will be our

play07:36

locomotion

play07:37

since the machine will be like a graph

play07:40

scheme where we can basically put all of

play07:43

our animations in let's go ahead and

play07:45

enter and drag it and now we can create

play07:47

a new state so this state will be an

play07:49

idle so basically when our character is

play07:52

not moving let's go ahead and double

play07:53

click and now we can go again into the

play07:55

asset browser and you search for idle

play07:58

I'm gonna use the new one that we

play08:00

imported voices I don't break

play08:02

so I'll drag it and plug it in now

play08:04

because this idle will be in Loop we

play08:07

want to Loop animation so I have node

play08:09

and loop animation let's go ahead and go

play08:11

back

play08:12

and now all we can do is drag it and

play08:15

create a new state and this will be our

play08:17

walk slash run

play08:21

so if we start moving Google transition

play08:23

from the add-on to walk around basically

play08:25

so let's go ahead and double click in

play08:26

here and what we want to do is find the

play08:29

new Locomotion blend space that we have

play08:31

just created and drag it over here

play08:34

now depending on the speed the analysis

play08:36

will change the thing is that we have to

play08:38

change this dynamically depending on the

play08:41

player's speed in game so we want to do

play08:44

is right click and promote to a variable

play08:46

basically create a new variable great so

play08:48

later on we will go ahead and you know

play08:50

assign it at runtime

play08:52

let's go back

play08:54

and now we want to do is go into this

play08:56

transition and double click on it and

play08:58

what we'll do is just get the speed and

play09:01

then make sure that it is greater than

play09:03

one zero sorry so if the speed is

play09:06

greater than zero it will mean that the

play09:08

character is currently moving

play09:10

great so let's go back now and drag the

play09:13

Walker run uh State and we want to do a

play09:17

new state now so this will be this top

play09:19

animation

play09:20

so basically when the character stops uh

play09:24

walking or running or whatever it's

play09:26

doing it will play this nice animation

play09:28

which is just a simple stop animation

play09:30

real quick and it just feels much better

play09:32

like much more fluid and Vivid

play09:34

um you will see how it looks better

play09:37

later so now first of all let's enter

play09:39

into this top animation and let's drag

play09:42

it in so in our case it was the walk

play09:44

stop now you're probably wondering well

play09:46

if we're running and we play a walk stop

play09:48

animation it might not look very good so

play09:50

maybe we have to change the animation to

play09:52

run stop and then also walk stop

play09:54

depending who walking no with my test I

play09:57

have actually found out that just using

play09:59

this single work stop just looks much

play10:02

better so we're running and then we play

play10:04

boxed up it feels more natural I don't

play10:07

know why but it just does so we don't

play10:09

have to worry about that let's go back

play10:11

into this scheme

play10:14

and now in the transition we want to

play10:15

open it up I want to make sure that

play10:18

we'll get speed is less or equal than

play10:21

zero so basically if our speed is pretty

play10:24

much no we have stopped moving we want

play10:26

to play this top animation and now from

play10:29

stop we want to go back to idle once

play10:31

it's completed now let's set the the

play10:34

transition and we actually don't need to

play10:36

put any condition we just need to select

play10:38

this stick over here which is automatic

play10:40

rule based on sequence this would just

play10:42

means that as soon as this animation

play10:45

finishes playing it will automatically

play10:47

just go into idle so there's no

play10:48

condition once I finish this I will just

play10:50

go to here great so there's two more

play10:54

things I want to do to this transitions

play10:56

we want to select it and then the

play10:58

duration I'm going to put it into 0.3

play10:59

and then the mode will be on cubic so

play11:02

the balance settings it just makes it a

play11:04

bit more smoother and in the stock to

play11:07

Widow again this will be 0.4 and then

play11:10

the mode will be cubic okay great so now

play11:13

we can compile and shape so now what we

play11:15

want to do is go back into the main and

play11:18

then grab now we want to get this local

play11:19

motion dragon and make a cache so

play11:22

selected and this will be locomotion

play11:26

now you probably wondering what is a

play11:27

cashier well okay sure it's basically

play11:29

used to space and memory so imagine that

play11:31

we are saving this Locomotion animations

play11:33

in a pen drive that we can later go

play11:36

ahead and use

play11:37

so what we want to do now is create

play11:39

another state machine and we'll see why

play11:41

in a second so this state machine will

play11:43

be the main same machine and he will

play11:45

basically contain all of the different

play11:48

state locomotions so for example the

play11:51

normal unarmed Locomotion the Crouch

play11:55

Locomotion the

play11:57

um whatever the swimming Locomotion

play11:59

later on you know whatever we want

play12:01

so we want to now plug in into the

play12:04

output post button what we want to do is

play12:07

add the default slot and the default

play12:09

slot especially is the slot or the

play12:11

animation space that the animation

play12:13

montages will play and the animation

play12:15

montages are just animations that plays

play12:19

um basically

play12:20

from blueprints so yeah don't worry

play12:23

about it we'll see later on but

play12:25

basically the main graph is what we want

play12:27

to enter right now and on here we always

play12:29

want to create a new state and this will

play12:30

be the unarmed

play12:32

and locomotion

play12:35

and we just want to enter in here and we

play12:38

can just pass the cachet so basically we

play12:41

are having everything more tidy we're

play12:42

using this pen drive I don't like

play12:45

calling it bandwidth but I think it you

play12:47

understand better if I go like that so

play12:49

we're using this space memory let's

play12:51

cache this pen drive

play12:53

as on here as a state so really inside

play12:55

on here we are passing this whole scheme

play12:58

but only in one single node which is

play13:01

just much better

play13:02

all right so now

play13:04

this is what we need right now for main

play13:06

if I compile you'll see that the

play13:08

animations now start playing great and

play13:10

now if I were to set the speed over here

play13:11

into 500

play13:13

you'll see how it starts running so

play13:16

things are working let's go ahead and

play13:18

just set zero and go back and you saw

play13:21

how actually on the the stop animation

play13:23

play so just take a look

play13:26

see how it play this top animation so

play13:28

really cool all right so

play13:30

now let's go ahead and sign it so let's

play13:32

go and enter our third person guide to

play13:35

blueprint so it's going to third person

play13:36

uh blueprints

play13:38

third person character and we want to go

play13:41

into V board select our mesh in the

play13:43

cutter mesh here now into animation

play13:46

class we want to put our new AVP

play13:49

RPG connector Michael I don't know how

play13:51

to talk and you can see the new

play13:53

animations are playing if I press play

play13:56

nothing happens the things that we have

play13:58

to go ahead and assign this speed

play14:01

depending on the player's actual speed

play14:03

when we play the game so for this we can

play14:05

go into the event graph and here from

play14:08

the character basically the owner of

play14:10

this animation blueprint we can get the

play14:13

velocity

play14:14

and they want to do for our variable is

play14:17

just say Vector length so we want to

play14:19

convert this Vector which is just X Y

play14:22

and Z into a nice float so we can just

play14:25

pass it into speed so don't worry about

play14:26

this note exactly it's just passing a a

play14:31

vector into floats nice numbers

play14:32

basically okay anyway so now if we press

play14:35

play now we can go ahead and walk and

play14:37

stop then when we stop place the stop

play14:38

animation and stop great so everything

play14:40

is working now we can move on into

play14:43

jumping because we are not playing

play14:45

animations of jumping or falling let's

play14:47

go ahead and save everything Contour

play14:49

shift s Save A Lot guys just increase it

play14:52

crashes or whatever always every certain

play14:55

time save okay

play14:58

let's go back into our animation

play15:00

blueprint we want to go into the and

play15:02

Main uh stay machine and on here we're

play15:05

gonna basically set up the jump uh I

play15:09

don't know how we can call it just jump

play15:11

States I guess so what we want to do is

play15:15

right click go to creating instead and

play15:17

it's going to be the jump so it's going

play15:18

to be our jump animations go ahead and

play15:20

enter and now we can just

play15:22

basically find the jump and just plug it

play15:24

in great

play15:25

simple as that now we want to do is get

play15:28

the jump and drag it over here into the

play15:30

left create a new state and this will be

play15:32

the falling

play15:34

and now we can know how to enter and now

play15:35

we can get an and find the following

play15:38

animation now again this is a loop

play15:41

animation so we want to select it and

play15:43

say Loop animation

play15:45

now basically don't worry about the

play15:47

errors it's because the transition

play15:49

but the thing is that I am basing off uh

play15:53

this jump scheme from the normal

play15:54

template from third person because I

play15:56

think it's great it just does what it is

play15:58

so it's very simple

play16:00

now

play16:01

we want to do is go ahead and create a

play16:04

state Alias so this is going to be

play16:06

basically to falling

play16:09

so this like evolves a shortcut so

play16:11

instead of manually going ahead and

play16:14

plugging all this into here we can use

play16:16

this LDS which is just like a shortcut

play16:20

like it was just teleporting animations

play16:23

um so we can have everything more

play16:24

organized okay

play16:26

to Falling we want to be able to go from

play16:30

jump

play16:31

um to sorry to jump I'm falling if we

play16:33

are in the normal locomotion

play16:35

so we are playing the unarmed Locomotion

play16:38

and we

play16:39

accomplished the condition that I'm

play16:41

gonna put in a second

play16:43

we will go ahead and jump or whatever

play16:45

let's go ahead and go to jump up here

play16:47

and we want to use go ahead and double

play16:49

click and create a new variable this

play16:51

will be is falling okay and it will be a

play16:54

Boolean so now you can just drag it and

play16:56

say hey if we are falling we're gonna go

play16:59

into jump I'm gonna do exactly the same

play17:01

into falling over here drag it and

play17:03

thread and say hey if we are falling

play17:05

we'll go into this animation over here

play17:07

now we will need to do something

play17:09

different into the jump

play17:11

um conditions go ahead and open it real

play17:13

quick

play17:14

and what we have to do is basically

play17:16

create a new uh variable that's going to

play17:18

be the velocity

play17:20

and this is going to be type Vector so

play17:22

this a bit different as a speed as it

play17:24

will contain also the direction so now

play17:25

the things that we can go ahead and drag

play17:27

it right click split it and we can have

play17:29

all the access in an individually so

play17:32

what we want to do is get instead which

play17:33

is basically up and down vector and say

play17:36

hey if is greater than 100

play17:40

and

play17:43

go ahead and con hold Ctrl and then drag

play17:47

it you can also move the pins

play17:49

so basically if we are falling

play17:52

and our velocity inside is greater than

play17:54

100 we want to play the jump animation

play17:57

but if not we want to directly just play

play18:00

the following so you will see what that

play18:02

does in a second I will go ahead and

play18:04

cover it and explain it but

play18:06

basically we want to do right now is go

play18:10

into here and select this jump to fall

play18:13

in and this will be an automatic rule so

play18:15

as soon as the jumping finishes you go

play18:16

to point

play18:18

great so a lot of talking but let's

play18:20

implement this so what we have to do is

play18:22

create a new state audience this is like

play18:24

the other side of the shortcut and this

play18:26

will be to land

play18:28

so always happen the same I don't know

play18:30

how to type so we selected we want to be

play18:33

able to go to land if we are from

play18:36

falling or jumping

play18:38

and as soon as this condition completes

play18:40

we can continue so we're gonna and

play18:42

create a new state this will be the land

play18:44

animation so I want to open the land

play18:48

and then we want to search land

play18:50

and then put over here

play18:52

great

play18:53

now we want to go out and we want to go

play18:56

into this transition and we're going to

play18:58

say well if falling

play19:01

is not Boolean so if it's basically not

play19:04

true

play19:05

we will go ahead and just play blunt

play19:06

animation and now we go ahead and make

play19:09

another transitions like this and it's

play19:10

going to be an automatic rule based on

play19:12

sequence basically as soon as the

play19:13

landing animation finishes will go back

play19:15

into the normal locomotion

play19:18

so we have to do one more thing as the

play19:21

invent graph fill up these variables so

play19:23

the velocity is going to be very simple

play19:25

just drag it over here and get the

play19:27

velocity here from this node which we

play19:28

already had great and now we want to do

play19:31

is go ahead and add this node which is

play19:34

sorry about the golfing guys is just

play19:36

initialize

play19:37

and then blueprint initialization this

play19:39

is like the start of the animation

play19:41

blueprint the begin play so we want to

play19:44

get this note copy and paste it

play19:45

basically in the owner I want to cast to

play19:48

the third person character so we'll

play19:50

basically access all the variables that

play19:51

our player has now we want to do is

play19:53

right click and promote it to variable

play19:55

and I'm going to change the name into

play19:56

character so basically just at the start

play19:59

reference in this character and the

play20:01

things that we don't have to do it on

play20:02

the update because there's no necessity

play20:04

we can use it one time at the start and

play20:06

that's it more clean code and better

play20:08

optimize as casting doesn't really

play20:10

consume anything but it's just better to

play20:13

have it only one time at every certain

play20:16

opt-in okay

play20:17

so we want to do right now is get the

play20:20

character variable I want to get the

play20:23

character

play20:24

if I know how to spell character

play20:27

character there we go movement component

play20:30

let's go down

play20:33

sorry not component just movement go

play20:35

down and there you go and now we can get

play20:38

a spawning

play20:41

and then if it's falling it's passive

play20:44

here so we will get our variable and

play20:45

then pass it over here

play20:48

great so let's go put some comments over

play20:50

here

play20:51

so select everything put it over here

play20:54

so this will be get

play20:57

get speed and velocity

play21:03

velocity and then this will be

play21:06

um is falling

play21:08

great so now it's unorganized great so

play21:12

now we can go ahead and test a bit so if

play21:14

I save

play21:15

I can go here and if I jump I'll play

play21:19

nothing so what is happening you're

play21:21

probably wondering well let's go into

play21:23

the animation blueprint and let's go

play21:26

back into the name scheme so the land

play21:28

animation the thing is that if we double

play21:30

click and open it you'll see that it has

play21:32

this thing which is an additive

play21:33

animation so basically this animation is

play21:36

designed to play on top of another one

play21:39

which is basically in our case will be

play21:40

the normal Locomotion so let's go ahead

play21:42

and close it

play21:44

normally but we have to call it as an

play21:47

additive animation so let's go and drag

play21:48

this and you say add

play21:51

itive

play21:53

so apply additive there you go and now

play21:55

we want to hold Ctrl and move it into

play21:57

the additive space leave the Alpha One

play21:59

and the normal bass will be basically

play22:01

the cache of The Locomotion so this land

play22:04

animation will play on top of The

play22:06

Locomotion and it will just feel much

play22:08

smoother because basically it is like if

play22:10

it's Landing but at the same time it's

play22:13

continuing to to work we have a speed

play22:15

anyway it's just much better

play22:17

now if we press play you'll see that we

play22:19

can jump and then replace the

play22:21

alternation basically

play22:23

you can see

play22:25

the jump on the machine is not playing

play22:27

so I'm going to go into here I'm going

play22:29

to go into the main

play22:31

and the reason is that the the priority

play22:34

number transition is the same so we have

play22:37

to make sure that the pretty number on

play22:40

here

play22:42

is two so from to fall into falling it

play22:45

has to be two so now if I jump

play22:48

you can see the now it jumps and then

play22:50

Falls

play22:51

great so we have a nice Locomotion

play22:54

system yes top animation so it feels a

play22:56

bit smoother we can jump land

play22:59

Etc Great so this is the

play23:01

extreme basic of our Locomotion now

play23:05

we're gonna basically add crouching

play23:08

let's go ahead and do that

play23:10

so control shift s to save everything as

play23:12

till now let's go into our folder RPG

play23:16

character animations let's go into

play23:18

Crouch and now we're gonna go ahead and

play23:19

create a new animation uh blend space

play23:22

right click onto animation legacy plan

play23:24

space 1D again select the character

play23:27

skeleton and that's going to be crushed

play23:31

let's go ahead and open this up

play23:33

so again it's going to be very similar

play23:35

to the other normal Locomotion but which

play23:38

Crouch animations so this is going to be

play23:40

the speed the minimum zero about the

play23:42

maximum this time is going to be 350

play23:44

because I mean when we're crouching

play23:46

we're gonna be slower so instead of

play23:48

going to until 500 only to 350. so now

play23:52

we're going to search for Crouch and now

play23:54

this time we will add the idle animation

play23:56

onto the left because we're not gonna do

play23:58

any fancy transitionings and stuff

play24:01

things simple for the crush and now into

play24:04

work we can go ahead and put into the

play24:06

right now of course we're doing the

play24:08

basics on here but as we go the advanced

play24:10

Locomotion system will grow and we will

play24:12

have many more fancy stuff and maybe

play24:15

animation warping and stuff so we'll see

play24:18

anyway so as you can see as time those

play24:21

increases we will start walking and this

play24:23

is that the animation for walking is

play24:26

moving so the thing is that it has room

play24:28

motion let's go ahead and open it up

play24:31

and we need to enable remote and then

play24:33

say Force foot locked so now it will be

play24:35

in place it will not be moving so now I

play24:38

can go back into the animation blueprint

play24:40

sorry blend space and now you can see

play24:42

that it stays there great

play24:44

so we have to do is go back into our

play24:46

animation blueprint and go back into the

play24:49

grade ending graph okay out of the main

play24:53

so now we want to go ahead and create a

play24:55

new stain machine

play24:57

so this will be our crouched

play25:02

great so we want to create a new uh

play25:05

cachet post and again this will be

play25:08

crouched and there we go let's pull this

play25:12

a bit up

play25:13

so let's go ahead and enter and it's

play25:15

going to be very simple we're just going

play25:16

to have a crouched

play25:19

locomotion

play25:21

okay

play25:23

what is this crap

play25:28

my guns I don't know how to type there

play25:30

you go so now in here looking is past

play25:33

the

play25:34

Crouch blast face that we have just

play25:36

created okay

play25:38

and then we just pass the speed that we

play25:41

already have the variable assigned

play25:42

internal thing

play25:43

great

play25:44

so

play25:46

you can also hover everything and then

play25:48

press q and it will align so that's

play25:50

pretty handy

play25:51

so now we have the

play25:53

Crouch Locomotion setup but now we have

play25:56

to use it so let's go back into our main

play25:57

I'll have to create a new state it

play25:59

should be crouched

play26:02

a locomotion

play26:05

so now we can go and create the

play26:07

transition itself from an art Locomotion

play26:09

to crouch and then from Crouch to an art

play26:12

so first of all let's start with the

play26:14

unarmed to crouch

play26:17

and we have to do is create a new

play26:18

variable which is is crouched

play26:22

and this will be type booleans right so

play26:25

true false so drag it and get it so if

play26:28

this is true it will go ahead and

play26:30

transition

play26:31

and I will do the opposite in the code

play26:34

going back so get it scratched not

play26:37

Boolean

play26:39

so if it's false we will go back great

play26:43

compile and Save

play26:44

now we want to go into the Ben graph

play26:47

and now we want to do is go up to here

play26:49

so here we go uh we want to get a

play26:52

scratch set

play26:56

over here set it and now what we want to

play26:59

do is go into the third person Galaxy

play27:01

blueprint I'm going to create a new

play27:03

variable it's going to be uh crushed

play27:08

oh my God I don't know how to spell

play27:11

Gray

play27:12

so basically we're gonna get again the

play27:15

character

play27:17

I'm gonna get

play27:19

crushed

play27:21

so the one that we have just created now

play27:23

the character one but the one our custom

play27:25

one that we have created

play27:27

and now we just want to drag it in and

play27:28

it's gonna be get uh crushed

play27:32

okay let's move it over here

play27:34

and perfect let's go ahead and align

play27:37

this just a bit

play27:38

more

play27:40

beautiful okay

play27:42

all right so now we need to enable and

play27:45

disable this Crouch

play27:46

so we're gonna do is go into the third

play27:48

person character going to the vangraph

play27:49

and I started making some code so we'll

play27:52

need to do is just create a new input

play27:54

action

play27:55

so it's going to content third person

play27:58

input actions let's go right click

play28:01

input in production and then EA

play28:04

underscore and it's gonna be Crouch

play28:07

let's go ahead and open this up and we

play28:09

don't have to change anything of it just

play28:10

going closer let's go back and I will

play28:13

need to go into our collection so this

play28:15

is a list of all the impos that we have

play28:17

so we have to basically just add the new

play28:19

one that we have created which is going

play28:21

to be Crouch and down here we can start

play28:23

pressing the keys so we select this icon

play28:25

now you can press any key in your

play28:27

keyboard which in a case will be left

play28:29

control and it will assign

play28:31

so great so now we can close this and

play28:34

now we can use this EA Crouch

play28:36

now of course make sure that of course

play28:38

is adding the mapping context at the

play28:40

beginning play but if you're using the

play28:42

third person template as you should if

play28:44

you're following this RPG series it's

play28:46

already great so now what we can do is

play28:50

go from a starter and then do a flip

play28:52

flop so basically this will do one thing

play28:55

and instead well every time this code

play28:57

the first time will do this and then the

play29:00

second time will do this the third time

play29:02

this fourth and this I will just

play29:03

everything is code it will shift between

play29:06

one of those

play29:07

so we want to do now is set a scratch to

play29:11

through and then in there one set to

play29:13

false

play29:15

so now we compile we can press play we

play29:17

can walk in our normal blank space but

play29:20

when we left

play29:23

um control we get this so what is

play29:26

happening right now

play29:28

well

play29:29

uh it is shipped such way

play29:32

but the thing is that in our question

play29:34

Locomotion we did not apply the cache so

play29:37

we need to find the

play29:38

crushed okay

play29:40

and now when we press Ctrl now it goes

play29:43

into Crush so you can see how cool is

play29:46

looking great

play29:47

so let's go and do some more things over

play29:49

here so it can feel a bit better and

play29:51

what we're going to do is get the

play29:53

character Moon component and first of

play29:54

all set the max walk speed into 350 like

play29:58

we said in the

play30:00

um

play30:01

a plant space

play30:02

and now in here it will do basically the

play30:04

opposite we'll put it back into 500 and

play30:07

we can use the same connector here

play30:09

great so now it will go ahead and

play30:12

move a bit slower and it feels it's

play30:14

better

play30:15

now I think that I have noticed in

play30:17

Assassin's Creed Origins is that

play30:19

basically the camera gets a bit more far

play30:21

away when your crushed let's go ahead

play30:22

and do that

play30:23

let's go here and we can just get the

play30:26

camera boom and then set

play30:28

um the length satary arm length and

play30:32

right now it is at 400 I believe

play30:35

yes so instead of 400 we're going to put

play30:38

550 for example and they can copy and

play30:41

paste this and then this will be back to

play30:43

400.

play30:45

great so now we can plug in the camera

play30:47

boom here control shift s to save

play30:49

anything until now

play30:50

press play now here you will see that

play30:52

the camera goes a bit uh further away

play30:55

now the thing is that it doesn't look

play30:57

very good because it's napping

play30:59

um we don't want that we want it to be

play31:00

smooth we want to interpolate with a

play31:03

smooth transition let's go back here and

play31:06

let's make some space before we set the

play31:09

arm length

play31:10

and we can get any of these connectors

play31:12

and you say add timeline

play31:15

and this will be our Crouch cam distance

play31:19

timeline great so hold Ctrl is going to

play31:23

be play from start and then get this out

play31:26

and This Will Go reverse from start so

play31:29

we use this same timeline for both and

play31:31

the things that we can use this trick

play31:33

which is just reverse it to go back to

play31:34

normal so we can now delete this other

play31:37

one and we can just use this so we need

play31:40

to enter this timeline and add a new

play31:42

track and this will be a float track and

play31:44

this will be our length

play31:47

or Cam link to be more specific I know

play31:51

this the time that we'll take in our

play31:53

case it will be just one second now you

play31:55

can customize everything as you want you

play31:57

know so maybe it won't take it two

play31:59

seconds again or 0.3 seconds you can so

play32:01

you can change I I would put a one I

play32:04

recommend to put it on one but if you

play32:05

want to change everything you can so go

play32:07

ahead and right click and any place and

play32:09

add a key and now we just need to set

play32:11

the 10 to 0 and level it to zero and

play32:14

then we want to click again and it plays

play32:16

and I set the time to one and value to

play32:19

one

play32:20

but one and time to one now we can press

play32:23

it to one and we have a simple

play32:25

transition what they will just

play32:27

interpolate within two you can get fancy

play32:29

and add more ones to make it a curve and

play32:31

stuff but I will just leave it like that

play32:33

and now we have the cam length here so

play32:35

we can drag it and use this lurb float

play32:38

uh no I want to get the a hold Ctrl and

play32:42

put it into the alpha so basically it

play32:44

will go from 400

play32:47

to 550 okay so basically now this will

play32:51

be our new arm length and the thing is

play32:54

that if we reverse it it will go from

play32:56

550 to 400 so it is exactly what we want

play33:00

so we compile and save and go into here

play33:03

you'll see that when I crouch we have a

play33:05

nice zooming in and out look at that

play33:08

looks so cool

play33:10

oh yes

play33:12

alright so now we can go ahead and stop

play33:14

so we're gonna make the last thing in

play33:17

this video I think it's a bit too long

play33:19

but I just want to add this last thing

play33:22

and why I have watched beeping let's

play33:24

just wait a second until this watch

play33:26

stops beeping

play33:28

so we are going to add leaning and then

play33:31

we just improve so much of The

play33:33

Locomotion it will make it smooth out of

play33:34

every character when it turns it is not

play33:36

like so stiff it will like Bend IN into

play33:39

the side that is bending it is much

play33:41

better and it has great again Hazard so

play33:43

we have to add it alright so we're going

play33:46

to do is go and create some animations

play33:49

from uh for the Leaning now don't worry

play33:52

we're not gonna make anything complex we

play33:55

are gonna use a very handy tool in

play33:57

Unreal Engine so let's go into

play33:59

characters mannequins

play34:02

animations and many and now you see the

play34:05

Run forward animation that we're using

play34:07

so we want to do is now find over here

play34:10

the other I want okay let's go back here

play34:13

animations many

play34:16

here

play34:18

so we want to

play34:19

come on

play34:21

money there we go so we want to find the

play34:24

RPG connect folder

play34:25

and you will see locomotion

play34:28

so actually first let's go into

play34:30

animations and create a new

play34:32

lean folder okay and he will place the

play34:35

new animation so go back into the money

play34:38

I want to do now is get the Run forward

play34:41

animation and drag it into lean but be

play34:45

careful don't move it only copy okay so

play34:49

now we go into lean we will have it here

play34:50

so now this will be lean and let's say

play34:54

it's going to be uh underscore left

play34:56

and I'll duplicate it and this will be

play34:58

lean underscore right

play35:01

and if I spell it correctly

play35:04

let's start with left

play35:06

so let's go ahead and pause it okay

play35:08

pause it and then drag it into the start

play35:11

position of the timeline okay so the

play35:13

first thing I have to do is make it as

play35:15

an additive you remember that we already

play35:17

saw the how the landing was additive

play35:20

we're going to do the same with our

play35:22

leaning so we'll play the you know The

play35:25

Locomotion behind it but it will play

play35:27

this leaning towards it so what we want

play35:30

to do is go into the additive and in

play35:33

type and we're going to say mesh space

play35:36

it's going to be a bit different than

play35:37

the landing one it's going to be mesh

play35:39

space and then the post type is going to

play35:42

be scaled okay and now in here we want

play35:45

to find our original run animation score

play35:48

and to run I want to go into the mm run

play35:51

forward okay

play35:53

great

play35:54

so now we want to do is save this and we

play35:58

want to go into the skeleton tree and on

play36:00

here we want to select the pelvis okay

play36:02

we don't want to select the root because

play36:04

I'm not in the animation this will be

play36:07

overridden but we want to go into the

play36:08

pelvis which is our next and top bone

play36:12

and what we want to do is go into our

play36:14

rotation tool okay over here and make

play36:16

sure that you have a snapping enabled on

play36:18

the rotation of 10 degrees

play36:21

so now we want to do is rotate this

play36:23

character 10 degrees into the left

play36:26

in this axis over here so

play36:29

in our left will be here select okay so

play36:32

where we are looking now his left so in

play36:34

our case we'll be to a right so we want

play36:36

to do is get this and just

play36:38

like that minus 10 degrees and now what

play36:41

we want to do is press this plus Cube

play36:43

here

play36:44

is a keyframe and then we can save it

play36:46

and now when we press y you'll see that

play36:48

it's just playing

play36:50

um leaning we can close it and you will

play36:52

see that when we open again it's still

play36:54

leaning great so we'll do exactly the

play36:57

same with the right butt bending into

play36:59

their place let's go ahead and open this

play37:01

pause it all to the left and go first

play37:04

into as details and the additive type to

play37:07

mesh and then again scaled and then find

play37:09

the original mm run forward and now go

play37:12

into skeleton tree go into the pelvis

play37:15

with the rotation tool snapping and 10

play37:17

degrees now this time will be two hits

play37:19

left so and again in our right and left

play37:22

so

play37:23

10 degrees 2 hour left to his right and

play37:27

then again remember plus key and save

play37:29

and then close a gray so now we have to

play37:32

make another blend space yeah loving

play37:35

blend spaces right click animation

play37:38

Legacy plant space again with the same

play37:41

skeleton and this will be the lean

play37:45

capital L plan space let's go ahead and

play37:47

open this up

play37:49

go back to as details now this will be

play37:51

basically the

play37:53

well lean value okay let's just say

play37:56

limal so this will be in degrees so the

play38:01

um minimal will be 45 and the maximum 45

play38:04

okay and now we want to get our link

play38:07

animations and our left to be on the

play38:10

left side of the

play38:11

scheme and the right on the right side

play38:13

so now if I hold Ctrl you see how it

play38:16

leans depending on the value now you

play38:18

want to have a more exaggerated value uh

play38:21

leaning and stuff you can change the

play38:23

degrees and stuff and the animation and

play38:25

so on but I do recommend sticking with

play38:28

this values because I have already

play38:29

tested it and it looks pretty fine

play38:31

so now we can save and close it so now

play38:34

we need to go back into our animation

play38:35

blueprint yes I get into the Mayhem so

play38:39

what we have to do now

play38:41

is go into our local motion graph I want

play38:46

to go into the walk on run

play38:48

as state

play38:49

so as you remember we made the

play38:51

animations additive so we can just drag

play38:53

it and say apply

play38:56

additive mesh space so this time it will

play38:59

be mesh space okay

play39:01

so the bass will be this animations

play39:04

running but this time the additive will

play39:07

be our leaning blend space go ahead and

play39:10

drag it into the additive space we'll

play39:13

release the alpha into one and now we

play39:16

want to do is right click and create

play39:18

this into the value and now this will be

play39:20

the jaw Delta

play39:23

and now there's a thing that we have to

play39:24

do is just go ahead and drag this and

play39:26

then multiply it by -1

play39:29

basically we want to invert

play39:32

um

play39:33

delete okay okay so if not it will be to

play39:35

the other side great so now we want to

play39:38

compile and save now the thing is that

play39:39

nothing will happen because well if we

play39:42

press play we are not saying that uh

play39:45

now if I were to put it in 45

play39:48

and compile

play39:50

to see the now

play39:52

it doesn't do anything

play39:54

wait wait

play39:56

yeah it should change okay don't worry

play39:58

don't worry about it the thing is that

play40:00

uh we need to apply the uh while we are

play40:04

playing the game

play40:05

uh sorry minus one not point one sorry

play40:09

about that now we can test it sorry

play40:11

sorry make sure that you don't make any

play40:14

mistakes like that okay

play40:16

so now you will see that now it's

play40:17

leaning okay you see that great

play40:19

set it back to zero

play40:22

and now we want to go into the bank

play40:23

graph right

play40:25

so we want to go here and make the

play40:27

Leaning so we want to get the jaw Delta

play40:29

rocket and set over here

play40:31

to login in so we want to do is get our

play40:33

character

play40:35

I want to get the actor rotation

play40:40

okay and now we want to do is go ahead

play40:43

and get this and make a Delta rotator

play40:45

and basically this will be our B so

play40:48

let's go ahead and control and drag it

play40:50

here and the a we're going to go ahead

play40:52

and create a new variable which will be

play40:53

our last

play40:54

rotation

play40:56

that's frame rotation so basically our

play40:59

rotation in the last frame so this

play41:01

basically just gonna basically

play41:02

interpolate it in a nice smoothly way

play41:04

and we will need to know the last

play41:07

rotation last frame in order to

play41:10

basically the transition from that last

play41:12

frame into the new one because not it

play41:14

will be Snappy and we don't want that

play41:15

okay

play41:16

now once you just right click and split

play41:18

it so we have all the different vectors

play41:20

I want to get the jaw and we want to

play41:23

divide this number by the Delta time now

play41:26

we want to go ahead and right click

play41:28

promote this variable Delta time

play41:31

okay now the thing that we have to

play41:33

assign this at a time and the great

play41:35

things that we have it over here so we

play41:37

just want to put this into the left drag

play41:40

the Delta time

play41:41

and plug it in here and this will be the

play41:45

dot time right as simple as that

play41:47

actually we can use I think just plug it

play41:49

on here

play41:50

yeah man that's right okay

play41:52

and now we want to do is divide this one

play41:55

more time

play41:56

but this time this will be our lean

play41:58

intensity so I have found that 10 is a

play42:00

pretty good value now if you

play42:03

change the value and you can test it out

play42:04

to see if more and less linear is better

play42:07

but 10 is pretty good so we want to

play42:10

interpolate a float so this will be our

play42:13

Target okay and our current will be our

play42:16

current

play42:17

um jaw Delta

play42:19

again

play42:24

okay and what we want to do right now is

play42:28

the speed set it into 10 again okay now

play42:31

this would be this the speed that it

play42:33

will change the lean okay

play42:36

again you can play with the settings and

play42:39

then Delta time again will

play42:41

place not not your Delta Delta time I

play42:44

know it's very confusing but a and this

play42:46

is just Advanced calculation so don't

play42:48

worry if you didn't really understand uh

play42:50

like the core aspect of it but

play42:53

a lot of different vectors and values

play42:55

and now what we want to do is get the

play42:58

last frame rotation

play43:00

and basically fill it with this last

play43:04

frame rotation over here

play43:05

okay

play43:07

and there we go

play43:09

sorry what did what that why no

play43:13

the getaction rotation

play43:16

of course if not it will be the same one

play43:18

we want to get this one okay

play43:20

um we can just double click in order to

play43:22

add this little notes so it looks a bit

play43:25

better

play43:26

now we can just select everything and

play43:28

press C lean uh

play43:31

yes

play43:33

calculate

play43:36

calculate lean

play43:39

what is wrong I don't know how to type

play43:40

okay calculate lean

play43:43

there we go

play43:44

so now we can go ahead and compound save

play43:46

and if I press play you guys even want

play43:49

to walk I go ahead and lean so cool look

play43:52

at that looking so cool and it just

play43:55

makes it so cool and honestly right now

play43:58

maybe it doesn't feel like

play43:59

too crazy but when you start getting all

play44:02

the aspects and when we start adding um

play44:04

the bolting with the parkour system

play44:07

and we change the mannequin to an actual

play44:09

character and you start getting like

play44:11

Echo balls and of um overriding

play44:15

animation stays on top of him it will

play44:18

start looking so so cool like trust me

play44:20

so we're gonna make two more things over

play44:22

here and it's first of all I'm gonna

play44:25

change the character to money basically

play44:27

the things that I always use

play44:29

um Queen for my tutorials so so to just

play44:33

change it up to this series I'm gonna

play44:34

tune into Manny and I'm gonna basically

play44:37

find these materials over here I'm gonna

play44:39

duplicate it

play44:40

um basically this many

play44:43

many the two ends uh underscore

play44:48

um let's make the character blue

play44:51

oh yeah let's make it blue okay and then

play44:53

we need to get there's one money

play44:55

uh underscore blue two so basically we

play45:00

just want to start by coughing openness

play45:03

the this materials I want to go into the

play45:06

tint so make sure it's enabled I want to

play45:08

basically make it a bit blue

play45:11

so now we can get this uh

play45:13

hex value and then copied and save it

play45:18

close this and open the money too and it

play45:21

will tint go into here

play45:23

and this hex value pasted

play45:26

say okay and save it

play45:29

and it will go ahead and save great now

play45:31

we can go into the character and now in

play45:33

this time we can put the money

play45:35

blue one and money

play45:38

Bluetooth and now we have a

play45:40

what is happening oh did I stop okay the

play45:45

other way around

play45:47

this sorry about that twins

play45:50

Money Two

play45:52

and money one there we go I did the the

play45:56

other way so let me just change the name

play45:59

into money

play46:00

so we have to so yeah this is the thing

play46:03

we have we need to change this

play46:05

temporarily into

play46:07

three

play46:08

so now this will be

play46:10

two and then this will be back to one

play46:13

okay so now we have a cool character

play46:17

it's a bit different to spice up until

play46:19

we have a proper you know Assassin's

play46:21

Creed character

play46:23

so yeah whereas we have some leaning in

play46:25

really cool we have some top animations

play46:27

jumping uh we have crouching as you can

play46:30

see like everything is looking

play46:32

absolutely amazing

play46:35

so if you want to go ahead and set up a

play46:38

source control for this game so

play46:40

basically everything will be in a server

play46:42

and we pull changes just in case

play46:44

something goes wrong and you can recover

play46:46

your last version or you want to

play46:48

collaborate with different people go

play46:50

ahead and let me know in the comments

play46:51

and I can go ahead and just make a quick

play46:53

episode show me how to create the source

play46:56

control

play46:58

and if you don't know how what is a

play46:59

source control it's basically managing

play47:01

everything okay in the cloud so we can

play47:03

have some uh comment commits that are

play47:06

called comments and it's just a version

play47:08

of your pride in GitHub for example and

play47:12

then we can just tune in back and

play47:13

forward

play47:14

so that's it guys if you enjoyed the

play47:16

tutorial I really appreciate if you

play47:18

could like the video and subscribe to my

play47:20

channel I have lots of Unreal Engine if

play47:22

I throw so go ahead and check them out

play47:23

I'm very excited to continue with this

play47:25

incredible RPG Series so go ahead and

play47:28

support it guys because it's gonna be

play47:30

massive and incredible

play47:34

server and basically show the progress

play47:37

that you're making you know I want I

play47:39

want to see you progress on the RPG and

play47:41

look at all said bye bye

play47:44

foreign

play47:49

[Music]

Rate This

5.0 / 5 (0 votes)

関連タグ
游戏开发Unreal Engine角色动画动作系统RPG教程动画蓝图程序生成3D动画游戏机制交互设计技术教程
英語で要約が必要ですか?