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On a more positive note, the IK rig is set up! Now aiming animations have a stronger silhouette, while still physically aiming at the crosshair target. (You also get a brief glimpse of the omnidirectional prone aim system.) #GodotEngine #GameDev #IndieDev
32,725 views • 1 month ago •via X (Twitter)
16 Comments

That's hype, it looks incredible man! How hard was it to set up like that? I have a Goldeneye 64 type aiming and I was thinking about making the gun follow the crosshair by an IK target. OR having the TPS model use IK to look up and down and stuff like these.

Implementing the IK itself was pretty straightforward. The actual difficulty came from changing the character’s rig structure, which broke all the animations. The IK hand bones had to be children of another bone, which uses a LookAtModifier3D node to aim at the target.

thats so cool looking, the first few seconds made me think the character was a 2d sprite drawing !

It's really cool to see someone being inspired by mgsv in these days

silhouette on aim poses is one of those things you only notice when it's wrong

Hmmm

what a pretty game!

So cool

Can't wait to watch this one as it develops

Looks fantastic!

why this looks so cool ?

I just want to say: "Thanks for everything" This just made my year (yes exactly the YEAR)

man...the MGSV movement looks good on everything

GODOT???

Silhouette and true aim direction is the hard combination, most rigs give you one or the other. Blending IK weight by how far the target sits outside the animation's comfortable cone beats toggling it. A snap at the boundary reads worse than a slightly wrong pose.

That tree must be super interesting
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Yes, I'm also still working on #ProjectTerra! I just haven't tweeted anything since... forever. Anyway, here's a new turtle enemy - fought with two new wepons: the hammer and the chakram. You also get a first glimps at puzzles! #gamedev #indiedev #pixelart #ドット絵
Felix / Lachsen
345,703 views • 3 years ago
