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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 просмотров • 2 лет назад •via X (Twitter)

Комментарии: 8

Фото профиля Lincoln Margison - Game Development
Lincoln Margison - Game Development2 лет назад

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.

Фото профиля Kelechi Apakama | 🛠 Stormrite
Kelechi Apakama | 🛠 Stormrite2 лет назад

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

Фото профиля ⚔Wandering Dutch🇳🇱
⚔Wandering Dutch🇳🇱2 лет назад

Man this took a turn to the sci fi 😅

Фото профиля Kelechi Apakama | 🛠 Stormrite
Kelechi Apakama | 🛠 Stormrite2 лет назад

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

Фото профиля Ali Şahan Yalçın
Ali Şahan Yalçın2 лет назад

that's so cool 💯

Фото профиля Brian Murphy
Brian Murphy2 лет назад

Weird. Stormrite using guns? 🤔 😆

Фото профиля YASSIR
YASSIR2 лет назад

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

Фото профиля Kelechi Apakama | 🛠 Stormrite
Kelechi Apakama | 🛠 Stormrite2 лет назад

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

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