bro after 9CG this is the best pack available , but this is more affordable total AAA bro keep it up
@9CGStudio27 күн бұрын
Your work is amazing.
@CRUMVIII27 күн бұрын
Another banger of a pack I see.
@TimesMen-LY-118 сағат бұрын
are the vfx also included
@insodimension18 күн бұрын
These are awesome. Would love to see Archer animations from you.
@scabbard32284 күн бұрын
As soon as I can.
@Panzergamingstudios25 күн бұрын
We are literally buying this in a few hours, WE LOVE THIS. What are your future plans for more animations?
@scabbard32284 күн бұрын
"Moving forward, I will be creating animation sets with a maximum production cycle of two months. By the 10th of next month, I plan to prioritize and release either male or female non-combat animations. Following that, I will continue to work on combat animations.
@arc749825 күн бұрын
Spark effect kinda ruins it for me. Is it possible to turn that off?
@BlueDream710714 күн бұрын
if u have to ask that you shouldnt even be buying animations yet you have much to learn before u make a game
@arc74984 күн бұрын
@@BlueDream71071lol I indeed have much to learn, but I can still ask
@scabbard32284 күн бұрын
Sorry for the late reply. We can discuss any questions here. The main issue is that I'm unsure how to answer this question. More people are requesting the addition of basic effects to better highlight the impact points and slash paths of the attack animations. I will not remove it anymore as I believe the effects I've implemented are subtle enough and do not interfere with the overall presentation of the attack animations.
@scabbard32284 күн бұрын
What I can do is incorporate more streamlined effects in my future work.
@BlueDream710713 күн бұрын
@@arc7498 all u have to do is remove them in the animation notify once u open the animation sequence sorry if i came off rude that wasnt my intention
@BlueDream710714 күн бұрын
do u have a discord i have some questions about one handed sword animset pro im trying to add a weapon bone to the game animation sample project which uses the uefn skeleton and everytime i copy and paste the bone location it is super off and idk how to fix it
@BlueDream710714 күн бұрын
its the combo set 1 where the sword changes hands
@BlueDream710713 күн бұрын
like the bone is setup to the same location but it doesnt seem to transform after retarget
@scabbard32283 күн бұрын
Hi, I'm sorry there's no discord channel at the moment. Here are my personal insights on animation retargeting. When working on animations that involve weapon changes hands or dual-wielding, adjusting the Retarget Pose requires more time. The IK Goal parameters for both hands should be as consistent as possible. In any case, the relative transform of the weapon bone to the right hand must remain consistent in the Retarget Pose. The UE5 Mannequin has much smaller hand models compared to the UE4 Mannequin, so with weapons of the same size, you may need to adjust the Retarget Pose to make the hands appear larger in the redirected animation. When redirecting UE4 Mannequin animations to UE5 Mannequin, my approach is to use the IK Goal without FK translation, and only adjust the IK parameters. Due to the similar body proportions, the Blend to Source can even be set to 1. The IK Goal parameters for both hands are consistent. I spent more time adjusting the Retarget Pose, ensuring the relative transform of the weapon bone to the right hand is the same, as all weapon bone animations are influenced by the right hand's movement. Generally, games do not use the UE5 Mannequin directly, and you will not always set Blend to Source to 1. The best practice for any animation retargeting is to ensure the dual-wield weapon animations are mostly correct. Once this is achieved, the weapon changes hands animation will be nearly accurate. If there are still discrepancies, adjust the weapon bones in the FK rig animation layer for the weapon changes hands animation. If using Control Rig for animation retargeting, these issues will not occur.
@scabbard32283 күн бұрын
Testing the hand movements in multiple dual-wield weapon animations is essential to ensure correctness. In game animations, dual-wield weapon movements occur more frequently than weapon changes hands movements. You won't need to constantly change parameters, as the weapon switching movements are generally accurate by this point. The relative transform of the weapon bone to the right hand bone in the Retarget Pose is crucial. If it is incorrect, the weapon may appear correctly held in the right hand, but if the animation involves dual-wielding or additional weapon bone movements, the retargeted animation will not be accurate.