Serial Link Development Session

I thought that I should really document my current set of challenges and how I tend to go about solving them on Serial Link as this is really where I have/am cutting my teeth as a game developer. So today, I am looking at getting the firing animations looking MUCH better as it could be said that using the guns in the game at the moment feels a little unrewarding. That’s bad news. The good news is that there was a time when I have the additive animations all working really well and the set up felt much better. The thing I changed (and it was the right thing to do) was to start using animation montages and the slotting system that they employ. From there, I just don’t think that I had to time to get the additives working as well as they need to. This feeds back into my goal on the course as I think that after some thought I want to be a solid generalist with an emphasis on logic and coding. I feel this way because I have discovered that yes, I do want to know a little bit of everything right now. Maybe I am just new to development and have not hit my stride yet but I don’t think its that. I want to be able to make games and I don’t want to have to rely on others for core pieces of that process. I mean, I like relying on others and I like working in a team (particularly with people that are smarter, more skilled and so on…) but I’m straying off topic.

So I thought that the first stop should be the Unreal Docs. This is the section that I am following.

I have started paying a little more attention to the Unreal Documentation as it really is unreal. See what I did…

Having followed the documentation, the first thing I noticed is that I am using an additive animation for the firing and while I do think that’s what I need I also want to follow the steps. The problem now is that I am getting a very exaggerated firing animation when the character is pitching up or down and a lukewarm version when looking straight ahead.

Ok-ish
Super trigger happy.
And again, very keen.

The other thing I am noticing is that the animation jumps in the direction of the neutral position. This is telling me that the animation is not adding to the current position of the bones and is trying to return to bones to the positions defined within the firing animation. This is where terms like mesh space and world space start to trickle into my head and I realise that I don’t really know what they mean (although I have an idea) Anyway, the documentation I have been following has concluded and not shown me what I needed. Onto…

I need to go back to some things and make sure that I really know how they work, this is one of them.

You can find this documentation here. Already, I feel more comfortable about what I am reading having had some experience now. It’s funny coming back to some of the things that I just followed tutorials for a year ago and just barely understanding what I was doing, to being able to read things like this and recognise lots of the content. Progress I think they call it.

Ah… (think evil guy finding the hero’s weakness…)

Could be just what I’m looking for.

I seem to have gotten to the end again without a solution. I’m going to choose the next content I read a little more carefully.

That’s more like it…

This one looks a lot more promising! You can find it here. Ha! No, not at all. I didn’t think it would be this time-consuming! Hang on just… one… second… I have a Udemy course from yesteryear that should remind me how to do this!

This was the first course that I learned from when I first decided that I wanted to be a game developer.
That’s more like it, that’s the one, insert generic ‘found it’ lingo here.

Ok, having watched this material again, I think that I am overlooking this. I took out the additive form of the shooting animation that I had put together a long time ago (following this course) and thought I should be using the ‘raw’ animation in the montage and then adding it in some ‘additive animation’ sort of way, in the animation graph. However, after much to-ing and fro-ing (take that Grammarly!) I have returned the montage to the original state of using an additive animation. That cleared up the imbalance between what the animation was doing depending on the aim angle but was still giving me a lacklustre shooting performance. And then (oh my) I noticed that the blend time was 0.1 in and out or that animation. But wait. That animation is only about .2 of a second. Could it be? YES! (rage, not Eureka) that upon changing it to 0, so that there is no blend, the firing animation has much more bite, while staying ‘additive’ as intended. What a painfully long-winded lesson to learn…

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