Samurai Animset Pro for Unreal Engine

  Рет қаралды 977

Scabbard

Scabbard

Күн бұрын

Пікірлер: 22
@TimesMen-LY-1
@TimesMen-LY-1 18 сағат бұрын
bro after 9CG this is the best pack available , but this is more affordable total AAA bro keep it up
@9CGStudio
@9CGStudio 27 күн бұрын
Your work is amazing.
@CRUMVIII
@CRUMVIII 27 күн бұрын
Another banger of a pack I see.
@TimesMen-LY-1
@TimesMen-LY-1 18 сағат бұрын
are the vfx also included
@insodimension
@insodimension 18 күн бұрын
These are awesome. Would love to see Archer animations from you.
@scabbard3228
@scabbard3228 4 күн бұрын
As soon as I can.
@Panzergamingstudios
@Panzergamingstudios 25 күн бұрын
We are literally buying this in a few hours, WE LOVE THIS. What are your future plans for more animations?
@scabbard3228
@scabbard3228 4 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.
@arc7498
@arc7498 25 күн бұрын
Spark effect kinda ruins it for me. Is it possible to turn that off?
@BlueDream71071
@BlueDream71071 4 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
@arc7498
@arc7498 4 күн бұрын
@@BlueDream71071lol I indeed have much to learn, but I can still ask
@scabbard3228
@scabbard3228 4 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.
@scabbard3228
@scabbard3228 4 күн бұрын
What I can do is incorporate more streamlined effects in my future work.
@BlueDream71071
@BlueDream71071 3 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
@BlueDream71071
@BlueDream71071 4 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
@BlueDream71071
@BlueDream71071 4 күн бұрын
its the combo set 1 where the sword changes hands
@BlueDream71071
@BlueDream71071 3 күн бұрын
like the bone is setup to the same location but it doesnt seem to transform after retarget
@scabbard3228
@scabbard3228 3 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.
@scabbard3228
@scabbard3228 3 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.
@korystanley567
@korystanley567 26 күн бұрын
@LimitedPerfection
@LimitedPerfection 27 күн бұрын
Link isnt complete, my dude.
@IceDragonsWOM
@IceDragonsWOM 27 күн бұрын
red trail hidding animation
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