you know bro doesn't fuck around when he ain't even connected to the internet he is LOCKED in
@Crossfar3 ай бұрын
@@nyawtism :))
@techgod-h7b2 ай бұрын
yuh
@HattoriStudios2 ай бұрын
That’s only way I was able to start my game. Check out my game I’m working on, it’s a open world ninja JRPG. Currently it’s just me working on it
@LevntАй бұрын
@@HattoriStudios Keep up the good work! I have one advice for you though, the User Interface needs more work but since it's early in development I'll let it slide haha.
@arian6565Ай бұрын
fr
@RusskiyPoc3 ай бұрын
Dude what a clean work!
@Crossfar3 ай бұрын
@@RusskiyPoc thanks.
@fahdalanzi38383 ай бұрын
finally, someone with real talent sharing his work, good job mate that's really impressive
@Crossfar3 ай бұрын
@@fahdalanzi3838 thanks , I appreciate the kind words.
@YNOT4D3 ай бұрын
Plenty with real talent. Just not you.
@Lameless2 ай бұрын
Insulting saying people with real talent
@deviant31932 ай бұрын
The way the character behaves/moves is also reminiscent of the older Infamous games. Great work.
@Crossfar2 ай бұрын
@@deviant3193 thanks wasn't intentional but I heard this twice in the comments now so it should be true! and that's awesome infamous was great
@RenatoAtaide-so1kg3 ай бұрын
Wow!! AAAA gameplay is here
@Crossfar3 ай бұрын
@@RenatoAtaide-so1kg 😂 thanks for the compliment , Glad you enjoyed the video.
@Raphael9593 ай бұрын
@@Crossfarpls give me shoutout
@KavOmidi-y8d3 ай бұрын
Would love to see more from this project. Great work.
@Crossfar3 ай бұрын
thanks , will try to post more dev logs soon.
@shrm1x9492 ай бұрын
These are very smooth and natural movements! Especially cool is that the controls become very responsive and the buttons are read quickly and the movements are clear
@Crossfar2 ай бұрын
@@shrm1x949 thank you for noticing those details... Yes the idea behind the controls mechanics was to make it feel like you have access to all your gear at all times. And the animations have gotten only better ever since this video, matter of fact a new update is coming this week showcasing the improvements and new features.
@DlambewuDaniel3 ай бұрын
This could be a deadpool game
@Crossfar3 ай бұрын
@@DlambewuDaniel nice idea yeah ...
@kywhy7343 ай бұрын
Immortality simulator with gore and a destructible environment sounds like on hell of a sandbox!
@nikz0003 ай бұрын
Arms animations look very uncanny, though I think you did a very amazing job in the programming department, making all the weapons ON the character
@Crossfar3 ай бұрын
@@nikz000 I'm certainly glad to see the results were satisfactory.
@SAYRESS3 ай бұрын
yeah, people dont move like that. when gun is on the left side of the body and he take it with his right hand by putting hand behind him :D
@krz90003 ай бұрын
Having motion captured grab anims selected via chooser and guided via ik to the holster would be ideal i guess
@Crossfar3 ай бұрын
@@krz9000 would be pretty great but think of how many extra anim assets would be added for all the holsters and in a MMO it could really drop the FPS, purely doing things with IK will lower the computing cost drastically. But for a single player definitely agree with you.
@Crossfar3 ай бұрын
@@SAYRESS well normally you would just draw from the same side, but when necessity calls for it people would bend over backwards to grab any weapon they must in a combat situation I think :)) so I didn't want to limit the players choices to Same side drawing only... That's why we have it
@mezzanine5102 ай бұрын
Super interesting and cool! I am doing something very similar in my project - at first I was going to mash ALS/Lyra into it, but when I got going on it, IK ended up being THE way to go. You can do so much with it. I'm trying to build a plug-and-play (at least as close as I can) system with control rigs to modify the animations to be different styles and what not for different characters, all parameter-based.
@Crossfar2 ай бұрын
@@mezzanine510 awesome good luck with that sounds great
@DiLearner3 ай бұрын
wonderful job and that's true i prefer GASP+IK than GASP+ASL hope to see more adjustments
@Crossfar3 ай бұрын
thanks, I'm glad you enjoyed the content. there's a new dev-log coming this week. talking about new features.
@Flybot.Dev0882 ай бұрын
So impressive i try too use uefn manikin but was too hard for 1 month learning unreal that was soo cool too see somone do this congrate and good work =)
@Crossfar2 ай бұрын
@@Flybot.Dev088 thanks , I'm glad you enjoyed it , and thanks for the compliments. 🍻 Cheers
@christopherfrancique991218 күн бұрын
Cant wait for release . so many ideas. great work bro
@Crossfar18 күн бұрын
@@christopherfrancique9912 thanks , me too bro it's really starting to look brilliant even to myself :))
@equiaux11 күн бұрын
6:58 bro nearly let this intrusive thoughts win😂
@xenaisu8 күн бұрын
You can tho x)
@patrikbaboumian3 ай бұрын
Kheli khub! Like the logic behind the combat concept.
@Crossfar3 ай бұрын
thanks for the kind words, stay tuned there's still much more to come, and I'll announce more and more devlogs soon.
@Soheil20303 ай бұрын
اره داداش خیلی خوبه، شما هم بازی ساز هستی؟
@Deriko31Ай бұрын
1-3 person teams doing what big studios refuse to do because of greed; launching half done games. Congrats men! This looks so smooth.
@CrossfarАй бұрын
Cheers man
@junechevalier3 ай бұрын
This looks smooth af
@Crossfar3 ай бұрын
Thanks glad you liked it
@phantomabidАй бұрын
Hats off! This is so cool!
@CrossfarАй бұрын
thanks, cheers man! consider joining the discord
@mohammadf6464Ай бұрын
بناااازم حال کردم یه ایرونی با این کیفیت داره کار میکنه، ایول بهت. Keep going, buddy 💪🏻
@CrossfarАй бұрын
@@mohammadf6464 🍻🍻
@3sidedmelody3 ай бұрын
Very impressive, looks astonishing !!
@Crossfar3 ай бұрын
@@3sidedmelody thank you
@shonyub.36603 ай бұрын
Espero ser tan bueno como tú hermano. Realmente siempre he sido team Unreal desde que era chico. En este momento estoy aprendiendo Blender pero en cuanto lo domine seguiré con Unreal. Sigue así hermano saludos desde Colombia.
@Crossfar3 ай бұрын
that's actually amazing brother, please give my best regards to all of Colombia! its a beautiful nation.
@BroWithTheFro2 ай бұрын
This is a very cool system! Very interested in seeing this used in a game
@Crossfar2 ай бұрын
@@BroWithTheFro then stay tuned cuz soon you'll get good news from this channel
@thedarksoundguitarist72543 ай бұрын
really amazing work! Would love to see each and every step of it as a tutorial. Like, how to get this animation and how to get the key bindings to work. Being an animation and vfx student, these things would help a lot not only with assignments but personal works. great admirer, you get a subscribe for sure!
@Crossfar3 ай бұрын
@@thedarksoundguitarist7254 thanks for the sub, and the kind words. Consider joining our discord, if you had questions we always help each other out there.
@Destruct74932 ай бұрын
Good job! Keep up your work to make that masterpiece! 😁✊
@Crossfar2 ай бұрын
@@Destruct7493 thank you. I will, stay tuned if you liked it, cuz this week there's gonna be a crazy new update on the project... 🍻
@aryanchavan60532 ай бұрын
amazing work !!! keep it up buddy
@Crossfar2 ай бұрын
@@aryanchavan6053 thanks, cheers
@jaujud2 ай бұрын
Super cool project! Regarding the rifle animations, I think it would be cool to limit the rotation to 90 degrees instead of current 180. For example when you have the rifle on the right side, aiming to the right currently looks kinda unnatural. What you could do is add an automatic shoulder swap when rotation passes certain threshold. That would make the animation look more natural and dynamic. But of course, there's a bunch of ways to improve everything and not enough time :)
@Crossfar2 ай бұрын
@@jaujud that's actually a very good observation thank you jaujud for your comment ... I might try it soon as I get some time
@PatrickVitelaYourAverageGamer3 ай бұрын
i was hoping for this project or a tutorial of how you did this.
@Crossfar3 ай бұрын
hey thanks for letting me know, I'm going to put more emphasis on the code breakdown parts. so stay tuned there's more videos coming very soon.
@makxs48183 ай бұрын
that stop in the wall jump kills the pace
@Crossfar3 ай бұрын
@@makxs4818 it's adjustable
@makxs48183 ай бұрын
@@Crossfar ah, cool, love the modifications you made really looks like a Deadpool game
@RagersCorner2 ай бұрын
Wow. I've been messing around a little bit with the GASP but this is impressive. It kinda gives me an Infamous vibe but turned up to 11 and looks much cleaner! Are you still working on it? And will the project be available to the public or is this more of a personal project? Im excited to see what else you can cram in haha great job man cheers
@Crossfar2 ай бұрын
Thanks a lot for the lovely comment. Rangers lead the way!!! 🍻 Yeah bro I'm working on it still under development, once it's done I will release it in multiple packages , interactions system, combat system, character customization with metahumans, are so far the things implemented , all replicated and super detailed IK+MOTION matching. All with the same method. Soon I should release a new video of all the new features added to this project. Cuz this one is actually barely half of the project as it today.
@torresamineАй бұрын
I would love to learn these stuff. Neat work well done.
@CrossfarАй бұрын
@@torresamine thank you so much. Just keep practicing you'll get there.
@O_Obsidious3 ай бұрын
I usually just use a system that loads any necessary weapon animations asynchrously when equipping, before applying the animations to a weapon state machine in the player abp. Works pretty well, can also load an aimoffset to use modularly, the engine handles that all pretty well :P
@Crossfar3 ай бұрын
@@O_Obsidious that's a very valid approach too and tested and proven... Reason I did things this way is lowering the amount of data required to be cached, and also the fact that choice of weapons and holster placement is given to players in my project ( which creates the need for hundreds of animations if using keyframing) so I needed to come up with a system that can handle every situation without any prefab animations.
@Crossfar3 ай бұрын
Oh wait you meant animations for the gun itself? Yeah I'm using the same approach for that too, it synchronizes with my fingers animations on each corresponding hand
@ネイ雪2 ай бұрын
god damm the movement is insane
@Crossfar2 ай бұрын
thanks
@xxspecterxx3 ай бұрын
Looks really good. I’d tweak the arm animations a little bit. Ui looks amazing. Vault jump needs to be a little bit smoother
@Crossfar3 ай бұрын
@@xxspecterxx that's exactly what I was thinking too when I uploaded it
@xxspecterxx3 ай бұрын
@@Crossfar Im still learning, youre way better than i am!
@Crossfar3 ай бұрын
@@xxspecterxx your ideas are still very valid ... Plus, I was once just learning too... Keep at it
@xxspecterxx3 ай бұрын
@@Crossfar thanks!!!
@TomHarrisP2 ай бұрын
The last time I saw this level of animation quality was in Epic Games' own Paragon
@Crossfar2 ай бұрын
@@TomHarrisP wow that's a high praise, thanks 🙏
@darrenhing99063 ай бұрын
Really amazing work! Would play the shit out of this haha
@Crossfar3 ай бұрын
@@darrenhing9906 I'm glad to hear you like it. Thanks for the lovely comment
@stormrАй бұрын
Is this an available project on patreon or anything? Or maybe a tutorial playlist? Its awesome!
@CrossfarАй бұрын
@@stormr thanks , it's development is almost finished I'm taking final tests and it will be released soon if you want to stay updated for when it's released I recommend joining our discord.
@suntzu61223 ай бұрын
Your swords are upside down :D
@Crossfar3 ай бұрын
@@suntzu6122 :)) yeah , it can be changed easily as the video suggests regardless of position or orientation of the holsters the animations will adapt
@Crossfar2 ай бұрын
@LonerHomie exactly , it's to test and showcase how it can be set to any situation and still work. Basically. Animations will work if it's upward , downwards sideways etc... regardless
@deotexh3 ай бұрын
What, is that INSANE THING
@Crossfar3 ай бұрын
@@deotexh glad you liked it and oh btw there's a new update on it coming soon tomorrow. Don't miss it.
@TorQueMoDАй бұрын
This is seriously sweet! I thought you were going to be talking about someone else's project based on the title, but there's nothing wrong with tooting your own horn when it looks this good :) Now you just need to add a grapple hook and you've got a perfect Uncharted template :) Are you planning on putting this on the marketplace??
@CrossfarАй бұрын
@@TorQueMoD haha cheers man glad you liked it
@Kreytonchild3 ай бұрын
wow, this is amazing, new sub!!
@Crossfar3 ай бұрын
@@Kreytonchildthanks for the sub... Glad you enjoyed the video
@laviathenbaker66143 ай бұрын
This is amazing. Especially the IK work. Are you planning on making the project downloadable so we can learn from it?
@Crossfar3 ай бұрын
@@laviathenbaker6614 once the project is fully matured I will make it available for others as well. Perhaps along tutorials.
@laviathenbaker66143 ай бұрын
@Crossfar that would be fantastic! I've watched hundreds of tutorials and have never seen one that discusses using IK for loadouts. Thanks for the reply and I'm glued to my seat looking forward to your release and tutorials
@Aycr1th3 ай бұрын
@@Crossfar Really looking forward to this!
@awcapproachwithcaution56552 ай бұрын
@@Crossfar You have3 a new subscriber, looking forward to your tutorials!
@nguyentai4643 ай бұрын
Imagine playing with this animation in zombies apocalypse would be so cool and parkouring a round too 😮
@Crossfar3 ай бұрын
@@nguyentai464 it's actually a perfect system for a game like that yeah
@blaqueaddonnisgames3 ай бұрын
Do you do classes on IK Animation? Or plan to do videos on it? I am very interested in this technique.
@Crossfar3 ай бұрын
@@blaqueaddonnisgames if you wish to learn I can do private classes. You can learn all the concepts in one session... Contact me on discord and we can set up a class.
@blaqueaddonnisgames3 ай бұрын
Thank you I will contact you when I am free !👍
@dylanberaza79443 ай бұрын
@@Crossfarvery interested in privates class I’ll contact u for sure
@Noizzed3 ай бұрын
Damn bro this looks smoother than GTA V ngl
@Crossfar3 ай бұрын
@@Noizzed :)) thanks
@motpanda.75553 ай бұрын
Im a beginner here, maybe a stupid question, but may I ask but how do you add the measurement tag on the block? is it added auto or manuly? thank you!
@Crossfar3 ай бұрын
@@motpanda.7555 oh that's just something that comes with GASP, but , it's a 3d text component, that measures the block on event construct and sets it's text .
@motpanda.75553 ай бұрын
@@Crossfar thank you♥️
@DenoMaister3 ай бұрын
It looks really cool. If you know of any emerging game projects, let me know. I'd like to try composing music for video games.
@Crossfar3 ай бұрын
@@DenoMaister sure come to discord and send me your portfolio perhaps.
@IIslashII3 ай бұрын
I want this project so bad *-*
@Crossfar3 ай бұрын
@@IIslashII stay tuned in discord and KZbin channel, I'm going to announce it's release
@helixmoss99573 ай бұрын
I dont know if you vibe with this idea or mod many other games, but would love to see this system somehow modded into another game that can support it, would be fun doing parkour and moving fast on a game that usually plays alot slower
@Crossfar3 ай бұрын
I'm gonna turn it into an OG game, but once it's out other devs will be free to mod it into anything they want too.
@AhLottaAntwan2 ай бұрын
I get infamous vibes from this
@Crossfar2 ай бұрын
@@AhLottaAntwan hmmm ... I don't know if I feel the same vibe but that's pretty cool if so... Infamous is a great game
@BlindingSun_9 күн бұрын
Node challenge Gold : complete
@Crossfar8 күн бұрын
@@BlindingSun_ :))) the achievement screen just appeared in my IRL HUD , CHEERS BRO 🍻😁
@reazraza2 ай бұрын
This could save assassin's creed
@Crossfar2 ай бұрын
AC needs saving?
@xRavenousAngelx3 ай бұрын
Can you do a tutorial on your combat, and holstering system
@Crossfar3 ай бұрын
It will end up being a very long tutorial , this video is from one month ago, and back then it was nearly 4 weeks into development so it's a huge project.
@xRavenousAngelx3 ай бұрын
I just think it’s perfect for my game. And I’ve got a good combat system going but this is soooo good. I would pay for a tutorial on this 14:01
@Crossfar3 ай бұрын
@@xRavenousAngelx I appreciate the lovely words of encouragement, yes I think a lot of people want to use it in their projects... I'm going to release the whole project, but be patient cuz I'm working alone on it, in my personal time. and it's going to need a little time. Before it's release ready.
@Crossfar3 ай бұрын
@@xRavenousAngelx after release I will start making videos for each part of the project , like how to add it to your own game, how to add more custom weapons options, it's all made very modular and very easy to expand on
@Crossfar3 ай бұрын
@@xRavenousAngelx but teaching people how to do it on their own step by step is not gonna be easy at all... It's gonna need at least 100 hours of videos, making those tutorials would take a ton of time and only slow down the development severely at this point. So until release I will only update the community on new features.
@thegamingvan4 ай бұрын
Thats really cool! Thanks for sharing!
@Crossfar4 ай бұрын
glad you enjoyed the video
@dontgotomychannel94033 ай бұрын
can you do a full fledge in depth tutorial and explain how everything works ?? I would appreciate it
@Crossfar3 ай бұрын
@@dontgotomychannel9403 it will take a very long video series. So maybe not tomorrow but I will consider it.
@dontgotomychannel94033 ай бұрын
@@Crossfar Thank you. I would really appreciate it
@alieditorss3 ай бұрын
Very cool movement and animation 😍 Are you going to teach us that in Tetureal?
@Crossfar3 ай бұрын
@@alieditorss Its probably going to need a big series , 10 videos or something... But I might try , if that's something people want
@alieditorss3 ай бұрын
@@Crossfar I think a lot of game developers They are looking for great animation like this for their games
@EternalRecurrence883 ай бұрын
What have you changed to the camera? I am having so much trouble getting line trace with the way the camera is in a fresh template. Its nowhere near center.
@Crossfar3 ай бұрын
@@EternalRecurrence88 I changed almost everything with the camera slightly... Except the camera component and the spring-arm itself. Even update camera function is changed.
@EternalRecurrence883 ай бұрын
@@Crossfar do you think you could do a video from a fresh GASP and explain how to get a more usable line trace in a few scenarios? Focused and unfocused IA RMB/LB/L2… for interactions while that IA is inactive. I don’t have weapons implemented, but thats my next step. If i’m having problems with the trace from interactions, i’m sure it will be worse with the weapons. Also there are some functions i’m considering changing or removing all together. Mainly the MMB i don’t know the controller IA. Can you also elaborate on changes you have considered making to the GASP or horror stories you’ve might have had making such modifications to you project? How you might/have prevented those things?
@TimBorggrenDenmark3 ай бұрын
I love the the idea 100% ;) But damn animation, in some positions are fu..kd up:) hope the best for a end resualt
@Crossfar3 ай бұрын
@@TimBorggrenDenmark thanks , yes there will be lots of improvement, there has been some already, stay tuned for the next videos are coming soon will demonstrate the changes
@legenderry253 ай бұрын
How does the movement hold up with network simulation?
@Crossfar3 ай бұрын
@@legenderry25 it holds pretty good with any pings lower than 300 ... To be honest I personally never worry about higher than that... Because Its no use no matter what you do... Replication will still hold up but the overall experience with 300+ Ms ping will be suffering... Because of irresponsive inputs. But that's a ping nothing can fix. They should contact the ISP not the devs in that case :))
@Maza-qw8pc2 ай бұрын
this is dope
@Crossfar2 ай бұрын
@@Maza-qw8pc thanks 👍 glad you liked it
@jamaalsineke24053 ай бұрын
Hi Crossfar, awesome project. I have a quesion regarding GASP. I have yet to see someone using Motion Maching with theur own custom anim until today. How would I setup a stylized walk cycle and get Motion matching to work asfluidly as with the sample project?
@Crossfar3 ай бұрын
Hi , very good question. its not as complicated and scary as it looks like, the reason most people just use the GASP is that creating costume animations is time consuming perhaps. I would break it down to multiple steps as follows in the next comment.
@Crossfar3 ай бұрын
step 1: create all animations for every state in your walking and running cycle of motions. you would have to include all the transitions as well, a good way to know what is needed is to perhaps take a look at the list of animations in GASP. since it has a very diverse range of all the possible turns and motions that are easy to miss.
@Crossfar3 ай бұрын
step 2: create the chooser tables, which are the data bases of all your motions. which is the tricky part perhaps. this is where you need to set up your variables that will decide how to filter the database and select the right animation for the moment being.
@Crossfar3 ай бұрын
step 3 , come up with your states. for example crouched walking, standing running , standing walking etc...
@Crossfar3 ай бұрын
step 4, make sure that your variables on the chooser are set properly, and conditions also , otherwise the results can get messy. as the table needs to always pick on outcome at a time. or at least be very good at narrowing down to specific animations.
@blueflamefox29783 ай бұрын
hey man i am learning 3d character art and i would love to make my characters jump ,walk run around like this but i dont have any idea were to start or how to learn can you give me a direction of what should i do where should i start? because all i know is this is unreal engine😅
@Crossfar3 ай бұрын
@@blueflamefox2978 start by installing unreal engine 5.4, downloading game animation sample project from unreal Market place , and import your 3d models as fbx. Then ask the next questions you might have right here.
@Corrack3 ай бұрын
Question about those animations. Is it possible to use them in fps game mode?
@Crossfar3 ай бұрын
Yes it is... But the gameplay system I designed with the 360 aim offset kinda feels better in a TPS system , BUT, there is no reason it shouldn't work in a fps also.
@graecus333 ай бұрын
For your animations, are you extending any premade animations?
@Crossfar3 ай бұрын
@@graecus33 no... although I am using a bunch of 1 frame poses that I manually keyframed for the Aim offsets... The rest is all inverse kinematics
@graecus333 ай бұрын
@@Crossfar ahhh okay it is looking a lot smoother than what I am working with xD keep it up!
@UV_Game_developer3 ай бұрын
man that's really good how can we use this asset? can you share link ?
@Crossfar3 ай бұрын
@@UV_Game_developer it's early stage in development, coming soon... Stay tuned I will share both progress and release news in KZbin
@UV_Game_developer3 ай бұрын
@@Crossfar thanks
@GAMEDEV_PRO3 ай бұрын
hey i am working on fps ik r&d and your system is seems really good, can it be work with fps too? I am thinking about merging your ik logic with my one and procedural anims, it can give good results i think. Do you gonna make a tutorial for it?
@Crossfar3 ай бұрын
it certainly can... but you would have to create the first person view yourself as I'm not planning on adding the FPS view. aside from that certain concepts are different when designing the controls and gameplay for FPS vs TPS, and this is built to be a full TPS experience, but for the most part, yes you can apply the same concepts to your FPS projects. but it would require you to make adjustments for sure , so in short, answer is "YES but not right out of the box"
@grapeguymc3 ай бұрын
this is extremely impressive, is there a way to slow down the animation correctly so it looks more realistic?
@Crossfar3 ай бұрын
Yes there is
@ajitsinghyadav17253 ай бұрын
Nice, its Available for Download ? Or Tutorials?
@Crossfar3 ай бұрын
@@ajitsinghyadav1725 coming soon
@semmikiller429Ай бұрын
Where i can get this project ? Thanks 👍
@CrossfarАй бұрын
@@semmikiller429 working on it's release, stay tuned
@MaxStudioCG20233 ай бұрын
you are right about the ALS overlay .... the right /left foot causing some guns holding problems because you have to trick them to not look weird on the GAS left foot guy :)) ....but i still integrate it in my project =)))) ...il do my best to not look weird :D ...btw my guy is really loaded but seeying your guy load i feel like my guy is naked =))))))))))))))))))
@Crossfar3 ай бұрын
:))))) would love to see your work for sure. feel free to reach out in discord.
@AraleluYah3 ай бұрын
Looks good..How is this handling multiplayer in a real world situation? Any lags etc? Anyone tested already?
@Crossfar3 ай бұрын
@@AraleluYah that's a good question which should be answered when I benchmark it.
@AraleluYah3 ай бұрын
@@Crossfar are you shearing the project for free or any price tag?
@Crossfar3 ай бұрын
@@AraleluYah it's only been in development for 4 weeks now. Once it's fixed up and mature I'll share it somehow
@Crossfar3 ай бұрын
@@AraleluYah stay tuned I'll post the progress here and news on how it's going
@yummzqi2 ай бұрын
lol ur sword upside down ma dude
@Crossfar2 ай бұрын
@@yummzqi yes it is, but animations still adapt to it either way and that's the point
@yummzqi2 ай бұрын
@@Crossfar haha yeah man thats cool, this is badass. Unity have something like this?
@sahashchakma95842 ай бұрын
Can i use your mechanism in my own game? Or it would be illegal
@Crossfar2 ай бұрын
If you can make it go for it 🍻 would love to see your approach to the same concept
@4xh92 ай бұрын
Very Nice
@Crossfar2 ай бұрын
@@4xh9 thanks
@4xh92 ай бұрын
@@Crossfar oh i want ask u *.in Unity.* if i get ready animation from internet and use AvtarMask to apply animation and want stop one bone to control it with script how ? when I delete the Bone frame Animator still Holds Bone (:
@Crossfar2 ай бұрын
@@4xh9 step one: you delete unity and install unreal engine :))) No just kidding... kzbin.info/www/bejne/l5SwfGxpdpJ5ibssi=7Mg5oGm1SGZYZYfS Here check this series it might help with learning procedural animations in unity
@itzDrizzyyyman3 ай бұрын
i actually watched half the video, do research on how the Game Thread conflicts with the animation thread and stop using control rig for complex gameplay mechanics apart from that was cool to watch!
@Crossfar3 ай бұрын
@@itzDrizzyyyman well thanks for the input
@Ghenjiro2 ай бұрын
Discord link not working
@Crossfar2 ай бұрын
@@Ghenjiro how is everyone else joining then?
@Crossfar2 ай бұрын
@@Ghenjiro I checked them they all work bro maybe your discord is bugged at the moment
@Crossfar2 ай бұрын
@@Ghenjiro discord.com/invite/R4e7XsvecH Here try this
@GorgeousPuree2 ай бұрын
how many years of experience do you have??
@Crossfar2 ай бұрын
@@GorgeousPuree 12+ been at it since unreal 3
@EL_MALETAS2 ай бұрын
Nice, "*proceds to rob it and make a far cry style game*"
@Crossfar2 ай бұрын
Would be a far cry style game that I would want to play ;)
@PatrykSzumski-w9j3 ай бұрын
Tbh nice!
@Crossfar3 ай бұрын
@@PatrykSzumski-w9j tnx buddy glad you liked it
@PatrykSzumski-w9j3 ай бұрын
@@Crossfar I recently started learning how to create computer games with UE5. Its hard. I learn blender and ue5 at the same time. how to deal with problems and lack of motivation? when did you start making a living from it?
@Crossfar3 ай бұрын
@@PatrykSzumski-w9j self decipline is everything, you gotta make yourself study everyday... And put things you've learnt into practice... And be patient it's gonna take a while to become what you want to be. Start with smaller projects, learn until you are ready to do something grand... And if you struggle with forcing yourself to study get a tutor maybe.
@hotlinefrenzy2 ай бұрын
Better than gta6 footage lmao
@Crossfar2 ай бұрын
@@hotlinefrenzy :))
@rshiyamohammadi77233 ай бұрын
you can add roll after big jumps...
@Crossfar3 ай бұрын
@@rshiyamohammadi7723 yeah not a bad idea at all
@spittingame42413 ай бұрын
Since you're a teacher, maybe you can help me out. I don't know if you're familiar with Blender but... I rigged all my characters with AUTO RIG PRO. Not rigify. The characters have different elevation of the shoes (no shoes, boots, high heels etc). I would like to attach and remove the shoes with the rig of the character and animate them. I don't want to MAKE SEPARATE ANIMATIONS WITH DIFFERENT SHOES. The concept is like how they doing video games where you can customize your character and give them different clothes and SHOES Someone said "building and offset layer of Bones above the foot rig an animate those to shift the current rig between shoes." How do I achieve this?
@Crossfar3 ай бұрын
@@spittingame4241 1- import your character skeletal mesh to blender. 2- model your shoe in a seperate object 3- offset it right so it's correct around your characters feet 4- rig it to your characters skeleton. 5- keep the shoes and skeleton and delete the character mesh. You got yourself a shoe that can be put on any character while deriving animations from the same Skeleton.
@spittingame42413 ай бұрын
@@Crossfar thank you for the advice and the instructions 😊
@bluelotuscoding3 ай бұрын
Where can i find this?
@Crossfar3 ай бұрын
@@bluelotuscoding it will be released soon, I will keep you all notified of new features in this channel, and also I will announce the release of the project here and in discord, stay tuned.
@gstreetgames25303 ай бұрын
Destroying the components over and over again? What about memory management and garbage collection? Seems an odd solution. That and some of the equip/unequip looks a bit wonky. And that event graph... Consider components and functions to clean that mess up. How big is the character in memory? Other than those things, it looks amazing. Are you planning on selling this or just using it internally? How long have you worked on it to get it to this stage, and what do you want to improve or add? Consider a rewrite in C++ too, it would be a lot more performant. If you disagree, run a dedicated server for 48 hours with 2 active testers on there and then get back to me!
@Crossfar3 ай бұрын
@@gstreetgames2530 3 to 4 weeks so far. It's not as often as you think , its as often as players perform actions. Like equip. and reload. Definitely worth doing as the variables will be garbage with Values assigned 90% of times otherwise. I agree on certain frames things still gets jumpy, that's what I meant by making fine tuning to it over next few weeks. C++ and blueprint are not too far in performance nowadays as opposed to the beginning of UE4. to think of it every BP node is a C++ CODE SNIPPET itself. so in order to keep the workflow fast and scalable it is worth sticking to blueprint nowadays. But that's just my preference, using CPP only for costume nodes and plugins, using BP for the overall gameplay since it can get large and detailed. I really really appreciate sharing the thoughts like this, please consider to do reach out on discord, would like to meet you for sure.
@Phoe2gen3 ай бұрын
My inner demon: Update your windows!
@Crossfar3 ай бұрын
you need Jesus bro! he will save you from windows demons...
@Jogeshonroof3 ай бұрын
When will you release the game?
@Crossfar3 ай бұрын
@@Jogeshonroof it's only been in development for 4 weeks... Stay tuned I will announce more soon as it becomes ...
@KavOmidi4 ай бұрын
hell yeah!
@Crossfar3 ай бұрын
cheers
@redanomp2 ай бұрын
how to download this project?
@Crossfar2 ай бұрын
@@redanomp not released yet, still developing, stay tuned
@shmorgiborgi95192 ай бұрын
Is this expensive towards perf.
@Crossfar2 ай бұрын
@@shmorgiborgi9519 as a matter of fact it's far less expensive towards performance than key framed animations. Nearly 100 times less expensive
@Crossfar2 ай бұрын
@@shmorgiborgi9519 imagine how many actual 3 seconds animations were needed to do all those holsterings, now it's replaced by 2 vector variables and a rotator. Instead of hundreds of key frames per each bone, each having a rotator and a location and a scale ... So way way more optimized approach to use procedural animations
@Crossfar2 ай бұрын
@@shmorgiborgi9519 downside is it won't be as detailed as a keyframed animation. But as you can see we are one month in development and already getting pretty close to a lifelike result. And it will only get better and better
@beesechurger13 ай бұрын
I feel like there should be some more recoil when the character shoots the gun
@Crossfar3 ай бұрын
@@beesechurger1 recoil is also adjustable with a variable in this project.
@beesechurger13 ай бұрын
@@Crossfaryeah probably very easy to adjust, the only other issue i saw was the arm glitching to the side while wall running and climbing, great work tho 😮
@Crossfar3 ай бұрын
@@beesechurger1 that one is not easy to adjust and I'm working on it to completely remove the glitchy arm issues
@DARK-eb4xu3 ай бұрын
Amm but how you create this
@Crossfar3 ай бұрын
@@DARK-eb4xu through Focus, commitment and sheer willpower.
@DARK-eb4xu3 ай бұрын
@@Crossfar If I do these steps, I will be able to succeed too.
@Crossfar3 ай бұрын
@@DARK-eb4xu yes pretty much
@DARK-eb4xu3 ай бұрын
@@Crossfar All thanks and respect to you
@Crossfar3 ай бұрын
@@DARK-eb4xu cheers
@JustRallax12 күн бұрын
Very impressive but at the same time this is not that special nowadays it’s what you do with the gameplay or how unique you make your systems, because as of now this looks like the same movement system in lethal company or dying light. This would have been revolutionary a couple years ago but this stuff is starting to be built into game engines at this point.
@Crossfar12 күн бұрын
@@JustRallax yeah I'm sure you can make all the mechanics on your own as well. Nothing too crazy about it buddy ... 😉
@JustRallax12 күн бұрын
@@CrossfarI already have, you did not invent anything in this video. I said it was impressive because of the amount of outputs u have incorporated.
@Crossfar12 күн бұрын
@@JustRallax words are cheap bro, at least share videos of your work first. but yeah if your project is just able to do GASP in multiplayer, thats just GASP 5.5 dude. when you made all the IK based drawing on each hand seperately, made it universal for every type of holster people can add to character, created a metahuman character customization system , added all the interactions we have, made it all work in multiplayer too , and also made it possible to draw different types of weapons in each hand , and made and designed an inventory system that wont require pressing more than 2 buttons to access all your items , and gave the player control over each hand seperately... then I'll be impressed ... :D just saying I can do that, any 5 year old can claim he's god himself ... plus I don't claim to be anything special my brother , everyone can do all I did given they know how to code for real.
@JustRallax11 күн бұрын
@@Crossfar for a channel with 1.6k subs you have a ego, your not gonna get far. Have fun throwing together janky systems. Hope u enjoyed ur 10 seconds of fame
@hippoo63882 ай бұрын
کارت درسته داداش
@Crossfar2 ай бұрын
@@hippoo6388 🍻
@Tensh0O-i1c2 ай бұрын
Insane man please by my sensei
@Crossfar2 ай бұрын
Haha thanks
@soikotsarkar78633 ай бұрын
is this project file free??? how can i get this?
@Crossfar3 ай бұрын
@@soikotsarkar7863 it's not released yet, still under development. I will keep updating the community in this channel, stay tuned.
@funnyman3bmgo623 ай бұрын
TLOU vibe✨️
@Crossfar3 ай бұрын
@@funnyman3bmgo62 🍻
@Zinzinnovich3 ай бұрын
now we will see a thousand copycat of Assassin Cread
@Crossfar3 ай бұрын
@@Zinzinnovich lol good one
@Rafaelcraftero3 ай бұрын
It feels very clunky to me, I prefer to create a character controller and the animations just work as a visual representation of the controller state, although sometimes it's much more complex.
@Crossfar3 ай бұрын
well no one can deny the old school methods are still applicable and perfectly good too... motion matching is definitely the next big thing as opposed to state machines that's all... and clunky parts with the IK jitters are fixable , and I figured how to make it less clunky by making IK paths more reliable , which is what I'm doing next...
@MahlaOmidi-u7l3 ай бұрын
amazimg
@Crossfar3 ай бұрын
thanks , glad you liked it
@venomishere799Ай бұрын
CAN U SHARE THIS PROJECT??
@CrossfarАй бұрын
Yeah I recommend joining our discord to stay updated with the project news , it will be ready to release soon
@pranjalbhattacharjee56013 ай бұрын
You are not testing with network lag enabled......the replication will most probably break as soon as there is network lag and packet loss......you can't do replicated movement in blueprints you need to either do it through a custom character movement component or through the gameplay ability system.
@Crossfar3 ай бұрын
yes , or... does it!? :D
@Crossfar3 ай бұрын
if done proper , you can do replicated movement with blueprint. just have to know your replication A,B,Cs down to its details. and yes I know there's a 20$ plugin that handles movement and fixes it the easier way... but I prefer to do things my way...
@pranjalbhattacharjee56013 ай бұрын
@@Crossfar No the engine doesn't have the ability to handle replicated movement in blueprints just test it yourself.....enable network emulation and set network lag to 500 ms and set packet loss to 10%. You will start playing your montages twice per input but if you do it through the character movement component it will continue to work smoothly with the same settings
@Crossfar3 ай бұрын
@@pranjalbhattacharjee5601 ok firstly thanks for bringing it up, it was a good idea to test. I just did some tests and here's my report of it... everything actually works with 300-500ms ping, and 10% packet loss, except the fact that latency that high is an unplayable experience when inputs are lagged out way too much , there's just no way to enjoy it , but as far as animations and IK goes I designed it to work regardless of ping and turns out it does. 50-150ms ping even with a 5% or 10% packet loss , is a very smooth experience which is the average global ping.(with a higher packet loss than average) under 300ms I would still call pretty playable... although not ideal. but over 300 is just too slow for winning any games as you would be nearly 1 second behind of your input... that's the ping no one can fix except Jesus... but yeah I've seen much worst AAA games. thanks for bringing it up again, it was a great idea to take some tests.
@pranjalbhattacharjee56013 ай бұрын
@@Crossfar yeah but while testing it's a good idea to test with extreme conditions.....I thought sprinting and traversal would break but if it's working then it's great I don't know how though. For all client projects I had to use the character movement component because it has network prediction and combined moves and stuff....but if it's working for you maybe do a tutorial ??