0:57 I played God of War 2018 it looks good but in game I always feel like something was wrong
@DanikxGrey3 күн бұрын
This is funny because i would rather the camera to be everything you said it shouldn't be, centralized camera, static camera zoom and position and always having control of where im looking at with the camera. Mechanics and gameplay over visuals always
@Brokencircuitboard5 күн бұрын
Excellent tips.
@AndreezyDev6 күн бұрын
You should make a video on how to have real time cutscenes similar to god of war, where it goes from game to cutscene. That would be dope!
@gwtuts40615 күн бұрын
Ahh! GOW is a master piece in game. I would feel great if I can animate anything similar to show about the cut scenes. Well I got a good idea from your comment { as you always spy me :) }. Animating camera in godot is harder but not impossible because it does not have something like graph editor that blender do. I feel difficult in breaking the bond between blender to Godot workflow and also making general purpose topic that fits to all games. But yeah, I will try to add this good topic in upcoming videos.
@AndreezyDev6 күн бұрын
Youre the GOAT!!!!!
@gwtuts40616 күн бұрын
Hehe, I think next poll should be MrBeast vs Me. And we know the winner, who win by 1 vote more ;)
@sanyi96676 күн бұрын
you need to make a bow/archer tutorial man, with animation setup and all that.
@gwtuts40616 күн бұрын
Will be releasing it as a course once I complete enemy AI.
Love the tutorial! I just have a small problem on my end: The code works flawlessly, except when the character is playing any idle animation that animates the center of gravity or other parent bone of the neck, and the neck rotation as is seems to incorrectly account for the rotation of that parent. For example, if i have my character's idle with their body turned slightly to the right, when looking at a target, the unit will be looking slightly to the right of the target.
@gwtuts406118 күн бұрын
It's simple to understand the reason for your problem. Your character is slightly rotated right, but the marker3d node isn't. ( There is some angle difference between marker3d forward Direction and character face forward Direction, let's call this difference as ∆x). So when marker3d node looks at the look_at point. The rotation calculated for your bone will always be { rotation + ∆x } ∆x is added because it was the difference that we knew earlier. And hence the character looks slightly right from the point. If the rotation for your character is always same. You can directly add or subtract the angle difference. Else you need dynamically add or subtract angle based on animation. ( I suggest to use this for idle animations and turn look_at off when playing any fight animation)
@shwetarai249421 күн бұрын
You are soo underrated
@shwetarai249421 күн бұрын
Bro app kafi underrated
@gwtuts406121 күн бұрын
Koi na behan, dhere hi sahi but grow ho jayega :)
@favkisnexeradeАй бұрын
Very nice. Mixamo to godot workflow is hell, I know. xD
@Kuso_OujiАй бұрын
Excellent tutorial! I feel very lucky to have been able to find your video... I couldn't find any tutorials that were about what I wanted to learn, so 2 weeks ago had you not posted this I would have been so lost. Thanks!
@MethanicBlastАй бұрын
What is the reason behind not using skeletonik3d node for the neck/head and setting it's ik target whatever the target is, though this achieves constant slowly following (lerping) the target
@gwtuts4061Ай бұрын
That’s a nice alternative, BUT: 1. Head Rotation Limitation: You cannot directly limit the rotation of a single bone (like a head bone) to a custom range of your choice. However, you can limit the movement and rotation of the look_object instead. This method is highly inefficient because coding the target object directly in the scene-especially when the look_object keeps changing-just isn’t practical. Sometimes, you may need to position the target_object at a specific location where the player always looks, for example, to display a hint. Unfortunately, this can’t be achieved if you’re constraining the look_object using code. 2. IK Node Requirements: The IK system always requires a minimum of two bones to function. If you want to manipulate a single end bone, you still have to introduce an empty helper bone to act as the target. 3. Reusability: While the same code can be reused for multiple bones-and you can tweak parameters for convenience-each bone in IK still requires its own separate IK setup. Managing multiple bones efficiently means setting up multiple IK chains. 4. Content Variety: Oh, and let’s not forget-I need to grow my channel, so obviously, I have to do random stuff ;) because why not?
@selvasz1255Ай бұрын
Do you have discord bro if you then we can chat on it
@gwtuts4061Ай бұрын
My user name is gwtuts ( all small letter ) on discord
@misterbean6136Ай бұрын
Hi, amazing tutorial! Quick question: If my model is rotated 180 degrees on the z-axis, the head is facing away from the object it should look at. Can I still calculate it?
@gwtuts4061Ай бұрын
Yes it do calculate for your case, just be sure to 1. clamp angle based on player rotation degree 2. in look_at function you specify up direction properly 3. Optional: Add or subtract angles in converted rotational degree if you need more control for your rotation.
@misterbean6136Ай бұрын
@@gwtuts4061 Thanks for the reply ^^ I've tried to play around with the given code to expand it further for example creating a class for multiple characters to look at the player. Now there's something I dont quite know how to achieve. In your Godot tutorial you set it up, so that your character animations still play even tho you're manipulating the neck bone, how do you do that? ^^ Thx for the reply!
@gwtuts4061Ай бұрын
The solution is already provided in my video. Watch the entire video before asking questions, as the answer is clearly explained there. I won’t respond with a quick answer because asking questions without watching the video shows disrespect for the effort and time I’ve put into creating this content. Please make the effort to engage with the material before expecting a response for this.
@AndreezyDevАй бұрын
Just finished the video. Thank you so much for this, its simple yet so effective! Really adds a new layer of realism, im definitely gonna be using this for my game! Edit: im wondering if youd be able to make a vid on turning animations, instead of the standard turning, adding an animation gor tunring with variable speeds.
@gwtuts4061Ай бұрын
Are you reading my mind? I’ve been stuck on smooth turn animations and hit a bug. Planning to show it in Dev Log 2, but not sure if I’ll make a video yet.
@AndreezyDevАй бұрын
@gwtuts4061 that'd be dope and super helpful. Tbh youre probably reading my mind because alot of what I've been struggling with you've made videos on lol. Maybe you're also planning on making a authoritative server like me lol
@AndreezyDevАй бұрын
Broooooo
@gwtuts4061Ай бұрын
Just commenting "Thank you, nice video" does not motivate me to bring up another video for you, but a comment with LIKE and SUBSCRIBE will definitely do. So be smart and learn smart. ;)
@LowwaelsАй бұрын
what triple AAA chanel for real thanks
@SiyabongaManikelaАй бұрын
thanks it works after i tried many videos but it is lagging
@EPICgamerGDАй бұрын
Keep it up brother always loved your work
@gwtuts4061Ай бұрын
Just commenting "Thank you, nice video" does not motivate me to bring up another video. But a LIKE, SUBSCRIBE, with a COMMENT will definitely. So be smart, learn smart. :)
@AndreezyDevАй бұрын
Gold
@morgen33692 ай бұрын
I swear everytime I see a video that has a guy with an indian accent you know it's gonna be a useful tutorial. Thanks a lot!
@jomohogames2 ай бұрын
I think the video title is not good for discovery through search. People look for Godot car or vehicle controller, no one is searching for Monstertruck.
@jomohogames2 ай бұрын
how about: How to Make a Vehicle Controller in Godot 4 | Monster Truck Racing Game Tutorial Description: Learn how to create a complete vehicle controller and physics system in Godot 4! This Monster Truck Racing game tutorial covers everything you need to know about implementing vehicle mechanics, to build your own cars, trucks and other vehicles, including: - Vehicle physics and wheel handling - Suspension and terrain interaction - Input controls and steering mechanics - Camera follow system - Collision detection 👉 Step-by-step lessons available on GitHub: [link] 🎮 Features covered in this project: - Custom vehicle physics - Terrain interaction - Basic game mechanics - Complete project structure + whatever is there now
@gwtuts40612 ай бұрын
You said, I added ;) but just make sure you don't use AI description for these stuff.
@jomohogames2 ай бұрын
This is actually really cool and useful.
@supertenchoo42712 ай бұрын
You explain root mention very well, great job
@DestusG2 ай бұрын
Bro thanks for this a lot. Can u make a video on how to move the player using root motion in Godot
@gwtuts40612 ай бұрын
There are few tutorials about this on YT. But I will soon bring up a complete course on this once I finish my character controller.
@Lowwaels2 ай бұрын
thanks for real you saved my game
@siddharth.07042 ай бұрын
You should really work on the poly count of your assests, otherwise you may face performance issues in your game.
@gwtuts40612 ай бұрын
You mean for player skins ( dress ) ? Other than this. I don't think there should be any other.
@siddharth.07042 ай бұрын
@@gwtuts4061 I meant reduction of poly count in each asset so that you don't encounter any performance issues later on.
@gwtuts40612 ай бұрын
Oh great, I just got frightened on your point.!! The answer is yes. I have set the low vertex count in my mind before started modeling anything for game and teaching the same to SWEET POTATO 🍠.
@BnfTV_Moc2 ай бұрын
new subscriber
@takahiromori96762 ай бұрын
Thanks for the great tutorial. It worked fine on gotod 4.3. I would like to ask, How can I display the input audio values in real time?
@VinayGupta-xq6tt2 ай бұрын
Nice bro 🔥🔥🔥
@selvasz12552 ай бұрын
Hi bro it's awesome and if you want hair try using hair card some addon available on blender to make it and you can use mesh also for hair I am using hair card for my character
@gwtuts40612 ай бұрын
Thanks for this. I will try to experiment with this next.
@selvasz12552 ай бұрын
@gwtuts4061 hmm waiting for your next video
@proplayerShort2 ай бұрын
Bohot achcha laga 😂 Aapki voice
@gwtuts40612 ай бұрын
😂 Dhanyavad ❤️
@vikramthewrench2 ай бұрын
AWesome
@clray1233 ай бұрын
You now must add horsey dual hind leg kick and also some ragdolls for the horse to practice on.
@LaplaceFactsHub-kr4dd3 ай бұрын
cloudshader, worldnoise and perlworld noise dont work even i followed the instructions
@gwtuts40613 ай бұрын
Maybe looks like import issues.
@ShehryCoding3 ай бұрын
Please can you share the source code.
@gwtuts40613 ай бұрын
Why people always expect for something to be provided free. Even without a like or other support on the video ?
@paulojonathan31612 ай бұрын
@@gwtuts4061 you have the rights to keep your code closed sourced , but make it available or open source increases the odd to find bugs or make it better , not to mention that it puts you ahead of something cool., and I don't want to sound like I'm trying to coerce you or change your mind , you have every right to keep it private, but I have to mention you are using an open source engine someone provided for free., just saying., best of lucks good work by the way. .
@Asshat9002 ай бұрын
@@gwtuts4061 because it makes the whole community better
@Sirkayne3 ай бұрын
great work 👍
@hokokotokokoto70824 ай бұрын
Now red dead redemption 3
@clray1233 ай бұрын
1. Well-trained horse 2. ??? 3. Red dead redemption