Thanks for watching. Let me know if there are particular topics you would like to see me cover. Also, Do you like longer or shorter form videos?
@rdotfinanceandnewsАй бұрын
Enemy ai is always an issue for me if you need ideas :)
@BIABStudiosАй бұрын
@@rdotfinanceandnews I will put something together on that. Give me a couple of weeks.
@TorQueMoDАй бұрын
IMO Longer form is always better because as a viewer you get to learn, rather than just copying info. Also, YT has speed control. lol. Liked and subbed. Great video :)
@kaitygames5 күн бұрын
If you want a challenge, I have some ideas for videos: bullying system, inventory system, UI, modeling and texturing with UE modeling plug-in... I have much more. Just get in touch with me, and I'll provide you with video ideas.
@kaitygames8 күн бұрын
Thanks, That was awesome! I just implemented this in my game using the timeline and worked perfectly. You got a subscriber for life. I'll watch everything you publish because I really liked the way you explain. Please, give us more! See ya.
@BIABStudios8 күн бұрын
Thank you so much. I am still getting use to recording for KZbin but happy to hear it is helpful. I have a couple of more videos to finish when I return home. If there is something particular you would like to see, let me know and I will put it together for you.
@lukegordonharrisАй бұрын
Watched a bunch of videos on this concept and yours is fantastic! Really liked that you covered the extension of how the capsule needed to have its rotation lerp as well. I keep seeing the camera jump ever so slightly when the active switch is toggled though - is there anything that would stop that? Or is it just the jumping between control systems that introduce screen blur etc
@BIABStudiosАй бұрын
Thanks! I have always disliked how many games handle the transition on the camera so I wanted to show a different way. What I gave here is a 95% solution and wanted to keep this at a beginner friendly level. To solve the minor snap when going from third to first with this set up has to do with the spring arm for the FP camera being attached to the head bone and the micro adjustments that occur from the animation playing and compared to when we captured the camera positions on Begin Play. The solution will depend upon your character and animation setups. If you are using a montage (Quinn does not), for idle, you could pause, reset and reenable it after the camera switch. This will work for FP to TP transition, but not the other way since we can see more of the character. If the character is moving, you don't really notice it at all. Or, you could try to capture camera positioning more real time but depending upon movement, this gets complicated. There is a similar issue with FP to TP when the character is running during switch, once again, depends upon the animation. Fix for this to not allow the switch while moving like some games, or you need to unparent the FP camera from the spring arm and then reattach after the transition. I hope this helps. Like with most development, there are several ways to do the same thing and you just need to find the approach that works for you and tweak it to fit your game. -Clayton
@kizapetАй бұрын
It looks like "Set View Target with Blend" command
@BIABStudiosАй бұрын
This solution does act a bit like that node at first. I have had multiple issues with camera placement using Set View Target with Blend previously but it has been a while since I have used it.