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Fully procedural aim offset using Control Rig in #UE5 The head and body aim at different rates to help sell the motion

17,108 Aufrufe • vor 2 Jahren •via X (Twitter)

8 Kommentare

Profilbild von Lincoln Margison - Game Development
Lincoln Margison - Game Developmentvor 2 Jahren

Looks great. If you lock the feet and distribute the rotation down to the pelvis too, you'll get some additional range of motion. I imagine that if he tries to aim at more than ~45 degrees to the right it starts to look odd, but his stance would allow for twisting the pelvis as it reaches the end of the range. Maybe could keep it stationary for the middle range, but as it approaches the boundaries it starts to use some pelvis rotation too to help out.

Profilbild von Kelechi Apakama | 🛠 Stormrite
Kelechi Apakama | 🛠 Stormritevor 2 Jahren

Nice idea! Yeah I can add that into the stationary pose. I was designing this for aiming while moving, but it would be a good idea to make the standing aim more believable too

Profilbild von ⚔Wandering Dutch🇳🇱
⚔Wandering Dutch🇳🇱vor 2 Jahren

Man this took a turn to the sci fi 😅

Profilbild von Kelechi Apakama | 🛠 Stormrite
Kelechi Apakama | 🛠 Stormritevor 2 Jahren

Dw I'm not adding guns to Stormrite 😭 it's just a separate project I have set up for testing stuff

Profilbild von Ali Şahan Yalçın
Ali Şahan Yalçınvor 2 Jahren

that's so cool 💯

Profilbild von Brian Murphy
Brian Murphyvor 2 Jahren

Weird. Stormrite using guns? 🤔 😆

Profilbild von YASSIR
YASSIRvor 2 Jahren

But i think the head should move first followed up by hands, because the head is focusing on the target then he aim with his hands

Profilbild von Kelechi Apakama | 🛠 Stormrite
Kelechi Apakama | 🛠 Stormritevor 2 Jahren

It does! It's just that the delay isn't too drastic to keep a decent level of responsiveness

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