Hello,
This is my first attempt to create a realistic FPS movement.
I did not use any animations or aim offsets to achieve this, i simply rotate and translate the first person arms mesh.
I would really appreciate all kinds of feedback! I feel that when you spend quite some time on something you kinda become blind to what you are doing and the feeling that you are doing something good or bad are are changing rapidly
Well i mean, in reality would you run around with your weapon at the high ready all the time? you would exhaust your arms. Besides that nice work, that ACOG is a bit ridiculous in a michael bay style fashion but overall looks good.
In an FPS, yes, that’s perfectly normal. A game cannot guess when you would go between rest and ready, and holding it at ready all the time is just as ridiculous (technically-speaking) as having the weapon drop to rest when you’re about to go around a blind corner and shoot people. The ACOG is just an ACOG, not sure why it’s ridiculous or Michael Bay-like?
Eqric: The movement looks pretty nice and responsive. It’s worth noting that no one’s put up a decent ‘FPS Controller’ BP on the market yet, if you could round this out and make it customisable you’d probably have a decent audience for it.
Overall I think it does look good. One thing you can try is instead of bringing the scope to the camera, try a weapon raise + head tilt as you would in real life. I’ve been wanting to see someone try it, as that’s how you’d use a scope for real. You dont bring the gun to your eye, you mostly bring your eye to the gun. May be disorienting to FPS players though!
That caught my attention because I am just stating to play around with working with first person arms and weapons and I would like the emulate what you have the arms doing when the player strafes and looks around. If it is that simple I will have to figure out how to do that. :eek:
This might seem like a beginner question and an obvious one at that but when you aim the weapon, you are bringing the weapon to the camera and manually aligning the sights for different scopes?
Anyways so far for what you have posted the character does feel allot more lively then just having a bob up and down motions for everything but I like most is the shifting of the sights slightly when looking around while aiming. Looking forward to seeing how this turns out
He was asking for realistic first person movement in the real world we dont move around at the high ready all the time, you would just exhaust your arms, you would move around at the low ready and let your wolf tail do most of the carrying. If you were about to go around a corner you would in most cases bring your weapon to the ready as you were approaching it (at this point your using your sights at the high ready…imagine that…didnt have to have the game ‘guess’ because the player should already know) and pie it off, and depending on how many people you have you could do a serpentine, two man peek, a number of options. As for the ACOG, no its ridiculous… i have never in my ten years as a combat infantrymen seen an acog like that, do you need your acog to have a red dot-like reflex site as well as what looks like iron sites on the side? most the older ACOGS had none of that, just the main site (that we would usually tape over the tridium because it was overly bright) and then later they started making them with just the circular irons for reflex and close quarters (which you never use in CQB anyhow, you use the finger method) So that is why its michael bay-ish its something that is un-necessary and you would see in a michael bay movie.
Yes i do it manually.
I’ve built a user interface which allow me to rotate and translate the arms,weapon and any attachment on the gun by pressing buttons on the screen and when i am happy with the way it looks i can save the position/rotation for the idle and aiming state. At the moment i am using the Save Game feature that comes built in with Unreal 4 to store the offsets for each weapon/items.
I would definitely suggest added a relaxed state to this (as previously suggested). You can always go back to the fire state upon shooting with a delay before the first shot is made. Perhaps you could also add a key bind to “ready” the weapon too? Add this and it would be more realistic in my opinion.