Ambiera Forum

Discussions, Help and Support.

Ambiera Forum > CopperCube > Announcements and Showcase
FPS Child Node Animator

smnmhmdy
Registered User
Quote
2021-08-04 14:39:16

Here's an extension that can be used to easily animate first person view models and nodes!

Demonstration and basic set up process video:
https://www.youtube.com/watch?v=...

Learn more and purchase for 5$ on https://samgamesio.itch.io/behav...

Make sure to check it out if you're interested and don't forget to download the demo before purchasing the extension :)


hadoken
Guest
Quote
2021-08-05 01:15:43

As well as the previously discussed camera UpVector concept, additional player input dependent animated child nodes help to make FPS projects much more immersive. So congrats & thank you very much for this great add-on package, which I'm glad to have already supported!!! @smnmhmdy

I also have a question about it: When I only look around with the mouse without moving, I wish I could have the trailing/dragging/tearing effect of my child node to be much more slower and also with a more extreme offset. When playing around with the settings I can't achieve the desired result - any idea about it?
Thanks in advance.


smnmhmdy
Registered User
Quote
2021-08-05 08:58:20

Thanks @hadoken, I appreciate it!
You can increase the MouseSwayX,Y parameters to increase the offset and decrease the AnimationSpeed to make the trailing effect slower


hadoken
Guest
Quote
2021-08-05 09:48:47

Hey,

I have also learned about the functionality of the "MouseSwayX,Y" & "AnimationSpeed" parameters in your excellent YouTube video.

After tweaking your script values in the // mouse section from "0.01" & "0.05" to "1" & "5" I was able to achieve the desired effect of a still much more extreme lagging behind behaving of my camera child node in combination with the following editor values:

MouseSwayX = 5
MouseSwayY = 5
AnimationSpeed = 0.02

Thanks @smnmhmdy, now your concept is working great for me!


hadoken
Guest
Quote
2021-08-05 14:19:18

After some more testing, I successfully adapted "SM Child Node Animator" to one of my existing FPS projects which now feels a lot more natural, immersive - thus somewhat more alive & professional :-)))

Just for the record and/or to help anyone being interested in the subject, I would advise two things about it:

Hint 1:
=======
If you should have trouble attaching child nodes to your FPS player camera while using the built-in "First Person Shooter style controlled" behavior there is a trick: The "First Person Shooter style controlled" camera seems to be always facing into the blue Z direction for setting up child notes. So better not try to align your child nodes to the camera's target settings which seem to not have any effect as alignment guide in that case.

Hint 2:
=======
To make "SM Child Node Animator" work within your projects, it seems to be very important to pay attention to the right behavior order/sequence on your FPS camera which should be:

1.) Mouse Look (by SM)
2.) First Person Shooter style controlled (built-in)
3.) SM Child Node Animator (by SM)
4.) Collide when moved (built-in)


smnmhmdy
Registered User
Quote
2021-08-05 16:37:42

@hadoken I'm glad you were able to achieve your desired effect and incorporate it into your existing project!

Yup the ordering is really important, although you just have to make sure the Mouse Look extension is at the top of the list.

As a side note, the included mouse look extension is a slightly updated version of the one I posted here https://www.ambiera.com/forum.ph... (I'll update it with this newer version soon) and it'll still allow you to change the mouse sensitivity during runtime by setting the "Setting_SensH" and "Setting_SensV" js variables which can be used to add customizable mouse sensitivity setting to your game (It's the exact same one that I used to add the setting to Coppercraft, Codename:Drop and MasterTest)


just_in_case
Moderator
Quote
2021-08-07 10:38:44

Glad that you put it up for sale, Hope you won't regret the price I advised you to put up for the extension. sometimes I feel that your extension is worth a little bit more than $5 but that was the amount that was revolving in my mind when I suggest you to put it up. hehe


smnmhmdy
Registered User
Quote
2021-08-15 15:44:31

The extension is free for a day for the people who can't / don't want to pay for it, Make sure to grab it if you need it!


Aiming_bullets
Guest
Quote
2021-08-15 15:54:02

Awesome!! got it, thanks :)


early adopter
Guest
Quote
2021-08-15 18:50:31

🔎︎



:-)))


smnmhmdy
Registered User
Quote
2021-08-16 12:10:31

Enjoy :)


creaturefreak
Registered User
Quote
2021-08-18 05:16:11

Most excellent extension Sam! we are very fortunate to have your skills, creating great stuff like this. Just got this...can't wait to play with it.

best,

CF
smnmhmdy wrote:
Here's an extension that can be used to easily animate first person view models and nodes!

Demonstration and basic set up process video:
https://www.youtube.com/watch?v=...

Learn more and purchase for 5$ on https://samgamesio.itch.io/behav...

Make sure to check it out if you're interested and don't forget to download the demo before purchasing the extension :)



nrasool
Registered User
Quote
2021-09-17 12:41:20

Wow smnmhmdy, this looks good!!, Just purchased it now!!

Thanks


Robo
Guest
Quote
2021-09-18 14:06:01

Yup, even I bought it and found it had some nice improvements over using pure animated FPS movements which can be somewhat jerky and not smooth while moving.

Using only character animations while holding objects in front of the camera means you now need twice the animations to show for when walking and running while this setup fixes all camera hand animations separately (while moving) and can be smoothly adjusted from slow to fast speeds smoothly with code while CopperCube cannot do that with character animations as when you change the animation speed it resets the current animation every time which is basically unusable.

I tested 6 different methods and came out with using the above setup with childnode animations the best overall (may do a video on this). I combined the mouse look and animated hands into a single behavior and it works fine.


smnmhmdy
Registered User
Quote
2021-10-06 13:27:14

@creaturefreak @nrasool @Robo Thanks guys, I'm glad you found it useful :)

I agree @Robo, creating and animating fps view models using animated meshes always come out janky because of the way CC handles animations without smoothing, I'm glad you found this method to be smoothest, would love to see a video from you explaining and experimenting on this and some of the other methods you've tried :)


Create reply:


Posted by: (you are not logged in)


Enter the missing letter in: "Internatio?al" (you are not logged in)


Text:

 

  

Possible Codes


Feature Code
Link [url] www.example.com [/url]
Bold [b]bold text[/b]
Image [img]http://www.example.com/image.jpg[/img]
Quote [quote]quoted text[/quote]
Code [code]source code[/code]

Emoticons


   






Copyright© Ambiera e.U. all rights reserved.
Privacy Policy | Terms and Conditions | Imprint | Contact