![JungaBoon](/img/default-banner.jpg)
- 7
- 59 297
JungaBoon
United States
Registrace 10. 02. 2016
One More Dance - Launch Trailer
Prom night is tonight, but there's a problem: As a recently reanimated undead, you'll have to overcome a whole host of obstacles before you can get your groove on!
Available now: jungaboon.itch.io/one-more-dance
Available now: jungaboon.itch.io/one-more-dance
zhlédnutí: 359
Video
How to add dynamic weapon sway and recoil in Godot FPS #godot #godotengine
zhlédnutí 19KPřed 8 měsíci
We'll learn how to add weapon sway, movement bobbing, and recoil to your FPS projects in Godot 4. View the code on Github: github.com/jungaboon/Tutorial_Scripts/tree/main/FPS Weapon Sway and Movement USEFUL LINKS: Tarodev - Sine Waves Visualized : czcams.com/video/7JcmpBUx4ag/video.htmlsi=Jb78uHSSQLvR0PGE Pefeper - Screen Shake in Godot : czcams.com/video/1i5SB8Ct1y0/video.htmlsi=ZKXBTSwwNwcZCo...
How to add humanoid animations in Godot 4
zhlédnutí 16KPřed 9 měsíci
My workflow on adding humanoid animations and sharing them between humanoids in Godot 4.1 0:00 Intro 0:15 Downloading from Mixamo 1:00 Combining in Blender 2:01 Adding animations to existing rigs in Godot 3:06 Possible issues and fixes #blender #blender3d #godot #godotengine
How to make FPS animations in Blender for Godot 4.1
zhlédnutí 23KPřed 9 měsíci
Someone asked me to make this tutorial. So this is my workflow. If you guys have any suggestions, let me know. 0:00 Intro 0:20 What you'll need 0:50 Importing (For Synty models) 1:15 Rigging 2:40 Animation 3:15 Exporting for Godot 3:29 Importing into Godot Using Blender 3.4 and Godot 4.1 #blender #blender3d #godot #godotengine
Unity Tutorial | Doom Eternal Style Micro Missiles
zhlédnutí 262Před rokem
Ever wanted to know how to make micro missiles like in Doom Eternal? Here, I break down a quick and easy way to do that! Hey all! If you liked what you saw, click that nifty "Like" button and hit Subscribe for more content!
Making a Retro-FPS in One Week!
zhlédnutí 608Před 2 lety
Download Shoemageddon here: jungaboon.itch.io/shoemageddon A few weeks ago, the Brackeys Discord channel hosted their semi-annual game jam with the theme "Let There Be Chaos." This is how we made our entry.
Quake jumping SFX lmao
If anyone ends up wondering why their bobbing and swaying is completely wacky turn down the variables provided and you should get the results you want no problem.
I'm really struggling to figure out how to blend lower body and upper body animations.. If i have several different guns / weapons that require different upper body animations, how do i blend them with all my lower body animations like idle, walk, run and jump? Do i need a separate animationtree for each equippable weapon that requires its own unique upper body animations? id be super grateful for a tutorial on this..
welp i was hoping youd go into animationtree and implementing it to the player
No mobile🥺?
Hello, great and simple video but I have a little problem and I wounder if you may assist. I follows your video to create animations for melee in unity, I assume the procedure is the same. Yet when I export it animation become de-synced. Hands do not quit follow the weapon or vice versa and its noticeable. I notice meta rig doesn't move in any of animations so I replicated the animations using meta rig instead of the one rigify generates it work perfect. What could be the problem?
first
Always first in our hearts, Brandon!
So how does this work when you want to change weapon ? Is there arms in each weapon files or is there only 1 file containing all the weapons and animations ?
I noticed my event.relative is based on the fps (lower the fps higher the event.relative). Any way to fix this?
Me on mobile having no access to blender 😓
great video! learned quite a bit from this one
How do I combine these arm animations with actual gun animations (e.g. slide blow back, removing magazine, etc.)? Having a lot of problems importing/exporting animations for this. How would I implement this for Godot?
Very cool format, I loved this. More please. Suggestion for a video: Arm-Mesh/Rig and Gun-Mesh/Rigs as separate imports, so the arm mesh can be changed based on player customization. (link the blend files together in Blender, make the anims simultaneously for both rigs in the linked file, then bake out the anims separate for each object and send them back to their respective source files. Then they can be imported and set up separately in Godot, Scripts can then make Arm Meshes interchangeable. The gun's origin would be at the trigger, so every gun can easily be parented the same way to the rig's index finger.
This is an amazing video, it explains each step clearly and was easy to follow, thanks!
if you want just a little more juice on the weapon tilt you can add this to your weapon tilt function under the if statement weapon_holder.rotation.x = lerp(weapon_holder.rotation.x, input.y * weapon_rotation_amount, delta * 10) (you also need to add in a new variable at the top of the function called input_y and pass in your input_dir.y) This will make it so that moving back and forth causes the weapon to go up and down, down if forwards up if backwards
what a terrible work flow... hopefully it will be more streamlined in the future
So far this is the only source I have found showing how to use the custom function tracks on an animation library at 3:12. Thanks so much!
This won't work if the original character with all the animations and the newly targetted character don't have the same rig and bones. Mixamo uses different names for their bones and if the new character isn't mixamo rigged then the mixamo animations can't be applied.
this video helped me solve a completely different issue i was having with blender exports that had me pulling my hair out. thank you man
Glad it helped!
I know it wasn't your tutorial, but I get an error when trying to add the camera shake effect. It's saying: " Invalid set index 'seed' (on base: 'Nil') with value of type 'int'. " any help would be awesome :)
I'm guessing it has something to do with this line on the CameraShake script? func get_noise_from_seed(_seed : int) -> float: noise.seed = _seed return noise.get_noise_1d(time * noise_speed)
VERY COOL!!!!!!!!!!!!! THANKS YOU ❤❤❤❤❤❤❤❤❤❤❤❤❤❤❤❤❤❤
i love you
best tutorial i've seen so far!
I always seem to have an issue where the gun doesnt go back to it's pre-recoil position
10:20 Hello, your videos are really good, but there is an error on line 9 that describes the following: 'Could not find type "CameraShake" in the current scope', and if I fix this, it tells me to change the Node3D to a single node in camera_shake node . Can you help me?
Honestly, they had to make the asset staging process an absolute nightmare. I hope they fix this in the upcoming versions. So many steps to do just a few simple things.
can you send a link to the sketchfab viewmodel?
will you release the code for this tutorial as well? having an "enemies shooting at you" tutorial would be very useful to me.
Very good tutorial, but my gun does not return after the recoil hahaha, can anyone help me?
Continuously lerp it to zero every frame
Could you do a short tutorial like this for setting up FPS leaning that stops at detected collisions (rather than something like a kinematic body pushing the character away from the wall)? Thank you :D
(sorry for noob question in advance) if I want to add animation of hands with a another weapon, do I need to repeat the same procedure? I mean, in Godot Engine this will be a new model of hands? or you can somehow apply hand animation to the same hand model?
An absolute banger of a video. Instead of wasting everyone's time unlike a lot of folks on YT, you went straight to the point and gave sooooooo many good advices. Thank you kindly!
Hey man, I appreciated the tutorial! One small issue I'm having is the mouse input part. It tells me that it isn't being declared in the current scope when I have it in the input function. I don't if its because Im mixing this with my code or something. I would appreciate your help! have a great day. Much love from Indy. edit: nevermind found it!
Amazing
Nice, Would like to learn more about the call method function and how to manipulate animations from scripts.
Thanks! Super useful.
It would be much more useful now to know the right way to attach the weapon, and dynamically move it in the characters hands. Been a bit of a nightmare for me trying to figure it out my own way, cant find ANY tutorials online. My current solution is uhh... pretty jank. Really would love to see how you set the interactions between the player and weapons! (3rd person??????? owo)
Awesome video. Keep it up!
This is epic. thanks Jun 🙂
Hello JungaBoon! I wanted to thank you for this video. With it, I was able to reference and implement some of the cool features shown here in my FPS prototype (such as the weapon swaying). I just recently finished it and have published a video showcasing it on my page. I even put you in the game's credits page as a way to thank you. I'll be looking forward to future uploads from you! :^)
The hand moves around too much when running and firing, looks like you haven't set the IK in Godot properly.
Hey, can you make a tutorial on godot3 on how to add animations to a skeleton? I'm losing my hairs trying to add animations, tried gltf format, glb, nothing works
What should I put in the Target of the weapon code?
been a while now so you may know but in blender you can also set origin in the right click context menu (with object selected of course), and hitting backspace when when hovering over any input fields clears them. thanks for the vid, i've been trying to figure this out for a while now!
can you drop the project :D
Great vid. Keep up the good work.
perfect
for some reason its been taking me days to figure out how to fix cannot call method sample on a null value?? and also the apply_recoil() thing is not working. HELP ME FIX THISSSSSSSSSSSS
I'll need a bit more detail. Could you post your code on here and reshare? That way I can see how you're implementing the method sample paste.myst.rs/ One thing off the top of my head is that maybe you haven't set up a curve for the recoil?
What about clipping into walls
watch another tutorial on that
Short and on point, thank you!