This video explores various strategies I’ve experimented with to support independent arm movement while aiming, blended with motion animations such as idle, walk, and strafe. I think I found AnimationTree strategy that could grow and scale with many weapon stances and animations.
Part 1: This video
Part 2: • Create Dynamic Animations in Godot wi...
Part 3: • AnimationTree Strategy that Grows wit...
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00:00:00 ANIMATIONS PREVIEW
00:00:14 1ST STRATEGY: BLENDING FULL ANIMATIONS
00:01:34 1ST STRAT PROBLEMS
00:02:23 1ST STRAT OTHER EXPERIMENTS
00:04:20 2ND STRAT: ISOLATED ARM ANIMATION BLENDS
00:07:03 2ND STRAT: BLEND FILTERS
00:08:17 2ND STRAT: BLEND TREE WEAPON STANCE
00:11:09 WHY SEPARATE WEAPON STANCE ANIMATIONS?
00:12:51 3RD START: ALTERNATIVE BLEND TREE
00:16:48 BACK TO THE DRAWING BOARD
00:18:21 4TH STRAT: BONE ATTACHMENT
00:21:05 USE STATE MACHINES?
00:22:17 JUMP STATE MACHINE PROTOTYPE
00:27:21 NO LUCK WITH DOCS OR YOUTUBE
00:28:39 5TH STRAT: STATE MACHINE PREVAILS
00:29:25 WEAPON METADATA SUPPLIES ANIMATION
00:30:26 DIFFERENT STATE FOR EACH WALK ANIMATION
00:33:22 SUPPORTING MANY ANIMATIONS
00:35:36 LIMITATIONS WITH DIFFERENT BLENDS
00:37:17 POTENTIAL SOLUTIONS WITH VARIOUS BLENDS
00:38:40 ROOT CAUSE OF LIMITATION: BLEND FILTERS
00:38:53 STUMBLED UPON SOLUTION??
00:39:54 CURRENT ANIMATIONS DEMO
00:42:11 TPOSE PROBLEM
#3rdpersonshooter #animationtree #animations #gamedevelopment #3dmultiplayer #godotstartertemplate #godot #godottips #gametech #gamedev #indiedev #multiplayer #network #godotengine