How to make FPS animations in Blender for Godot 4.1

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  • čas přidán 30. 06. 2024
  • 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
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Komentáře • 28

  • @muhammadsaud3246
    @muhammadsaud3246 Před 9 měsíci +17

    Simple, fast, and straight to the point. Thanks for making this video. It's very helpful!

  • @nelliu740
    @nelliu740 Před 8 měsíci +1

    man, i love you. i always try to find a short tutorial and you made it. amazing

  • @rayfox1984
    @rayfox1984 Před 7 měsíci +1

    Short and on point, thank you!

  • @just5559
    @just5559 Před 9 měsíci +5

    Am making a movement FPS as a University project for my diploma, and boy is it nice to see FPS tutorials coming our more and more. Glad that i wont have to reinvent the wheel and can just use what people have figured out already, as well as see great stuff made that reassures my choice of engine!

  • @Dragon20C
    @Dragon20C Před 2 měsíci

    This is an amazing video, it explains each step clearly and was easy to follow, thanks!

  • @suop1234
    @suop1234 Před 7 měsíci +1

    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!

  • @PineView80
    @PineView80 Před 2 měsíci +1

    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.

  • @IOF999
    @IOF999 Před 9 měsíci

    Thank you.

  • @JP-ic5we
    @JP-ic5we Před 6 měsíci

    Amazing

  • @animationmann6612
    @animationmann6612 Před 7 měsíci

    That was Straight spittings Fact i love it i had a bad impression at first because you disabled Dislikes thankfully it vanished.
    Keep Up King

  • @sandman76_
    @sandman76_ Před 8 měsíci

    nice

  • @porkyorcy1715
    @porkyorcy1715 Před 5 měsíci

    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

  • @johnc7389
    @johnc7389 Před 7 měsíci

    tight

  • @UmcaminhoYT
    @UmcaminhoYT Před 9 měsíci

    😊🔥

  • @yermekfun8203
    @yermekfun8203 Před 5 měsíci +1

    (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?

  • @modulador592
    @modulador592 Před 2 dny

    Quake jumping SFX lmao

  • @elixthenese1469
    @elixthenese1469 Před měsícem

    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?

  • @lepetoc5460
    @lepetoc5460 Před měsícem

    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 ?

  • @girga3570
    @girga3570 Před měsícem

    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?

  • @mikhailhumphries
    @mikhailhumphries Před 9 měsíci

    Do you think the performance will drop when you add proper higher poly assets to your game?

    • @TheJungaBoon
      @TheJungaBoon  Před 9 měsíci

      Presumably so. Higher-poly models will definitely tax the system the more you add into the scene. You can mitigate this by using LODs and culling, but it's dependent on what your level layout is. I'm not too familiar with optimization techniques in Godot yet.

  • @orca1361
    @orca1361 Před 8 měsíci +1

    What would best way to true fps model where you could see the body and feet?

    • @e0nema0tak1v
      @e0nema0tak1v Před 7 měsíci +3

      Exact same thing but you dont delete all bones in the start.

  • @werqak
    @werqak Před 8 měsíci

    Will this work with my own rig, like a custom one and not the rigify addon?

    • @TheJungaBoon
      @TheJungaBoon  Před 7 měsíci

      The basic workflow should work the same. Rigify just sets up the bones. If you're animating in Blender, the exported animation should not matter what process you used to rig.

    • @werqak
      @werqak Před 6 měsíci

      Thanks, and will it be the same if I also have a rig for my weapon for animations like reloading, or would I have to make it as one rig?

  • @HilariousHiveYT
    @HilariousHiveYT Před 7 měsíci

    can you drop the project :D

  • @user-og6hl6lv7p
    @user-og6hl6lv7p Před 6 měsíci +3

    The hand moves around too much when running and firing, looks like you haven't set the IK in Godot properly.