The KO hit could be the one that sends them flying out of the ring lol E: welcome to UE4 blueprint development, where all your code ends up looking like spaghetti haha
Don’t worry bruv you can do it
Heeeeey buddy I hope you read this. Your problem with the bone seems to be a pretty straightforward one, what's wrong is the bone roll, that stuff always gets messed up when you symmetrize a rig. To fix it you can select your bone in edit mode in blender and press ctrl R to manually adjust the roll (you should try to match the value to the bone roll of the opposite side) another thing you can do is select the bone that is right and then shift select the bad bone and press shift N, this will bring up a panel to adjust the bone roll with different settings, if you choose Active bone (I think) It should copy the roll of the good bone properly, you can do try the other options to see what works best. Hopefully that will save your rig. Good luck!
The left hand could be how it is right now, it could have a different power level, this makes it seems like the right hand or left hand is the dominant hand. Just a suggestion. You can make the player bounce into the ropes to gain momentum. I think that this will really fit with the physics theme of the game. The slowmotion punch could be added when you bounce off the ring and hit your enemy, this could also very well with the knockback which you want. Also love your content.
you could roll the slow mo during a critical hit... imagine the particles flying out at slow motion :D
I really like how the punching mechanics has progressed! I think you've nearly reached the sweet spot where the game mechanics look satisfying and addictive. It's something that I want to achieve in my game in my devlogs!
If you haven't implemented collisions with the ropes and poles, totally do that! And when you do, add physics to the ropes. I want to see them swing around a bit when you hit your opponent into them! Eventually some day, add unlockable or combo special hits! Like a tornado fist looking thing, where your fist spins around, winding up for a blow that picks your opponent up and throws him out of the ring - that'd be awesome. Love your videos - keep it up.
THE SLOW MO LOOKS SOOOOOO FRIKIN EPIC AND SATISFYING
Ive Looken Far And Wide, And i Still Cant Find A More Open And Friendly youtuber You're Great PontyPants, Keep Up The Outstanding Work
Slowmo should definitely be the final blow, it would make for an amazing knockout scene.
Man my heart was pounding when I read the title
You are definitely my favorite small youtuber, hopefully one day you’ll be my favorite big youtuber
I see Pontypants upload, i click straight away Keep up the good work and don't worry, you can't proceed without some amount of failure, you just need to be strong and find a way around the difficulties you are having :)
That is some options for bone rotation I could think. 1) Retargert manager. I am not an expert on this topic but I think you can re rig your character in blender, import it in unreal and with animation retarget manager, you can retarget all of your old animations to new skeleton by one click. This is a clumsy system for me but it does worth to give it a try. 2) Unreal python. Not the one that comes with epic. Okay, I know this shits magic from mixamo assets that I have use. You can find a python code that creates a completely new "root" bone and keep the bone hierarchy to match the mixamo skeletons bone hierarchy with unreal's bone hierarchy. (In case if you don't know, unreal uses a root bone to keep mesh location fixed with the capsule) So Unreal python is that much powerful. I am not an expert on it but GitHub repo explained very well how it works. You can find it by searching "Unreal engine python mixamo root bone" and understand the how that API interacts with skeleton. Then you can write a code that does "get that bone -> rotate this bone x degree -> rotate child's for -x degree -> get animation curves -> rotate this bone for -x degree" or something like that. I believe unreal python will definitely work for you. If you have any questions, I'm here. Keep going!
4:43 I like the cut where the dog arrives. BORK BORK.
Currently I'm binge watching this series and in last episodes i was like, 'man this looks good! ...Why is he only punching with the right arm?'
OMG! That's so rough! Game making takes alot of courage and patience...this proves you have what it takes to be a Great Game Dev! Don't give up! You can fix the problem because there is a solution to every problem and remember, we are here to support you all the way.
You could do a shockwave that will send you and your opponent flying away from each other when you either land a big attack or a flury of blows
I've actually run into the exact same problem when I first started rigging models in blender - unfortunately I'm not sure how to fix it though. If you do have to start over at least you'll be starting with experience! Best of luck and have a great trip!
@joshhodel9776