deKxi
(deKxi)
March 19, 2015, 11:16am
10
Hi all,
I’m getting to this stage now where I know exactly what I need to do to achieve my desired effect, however, I’m struggling working out exactly how to do it technically:
I have my character idling in an Idle Hip Gun pose (where his gun is held at his hip). From his true first person perspective, you can see just the muzzle of his gun. He is able to fire, and when he fires, the bullets land in the centre of the screen (firing towards camera centre).
I wish for the following:
When RMB is pressed, an animation blend plays and brings the gun from his hip to his face in an aim offset animation.
I wish at the same time to restrict his speed to a walk while in this state.
I also wish to transition to a camera that is aiming down the sights on the gun actor.
Therefore, achieving an effect similar to THIS .
I would imagine I would first set up the input in the event graph on my character. Would I have to set it up in the input part of my game preferences?
I then imagine I would have to go to the event graph and make it so when right click is pressed, it plays both the “raise gun/offset” animation, as well as triggers setViewTargetWithBlend - pointing at the camera in the gun blueprint. I would have set the camera up aiming down the sights, and called the camera “ADS”.
However, I don’t really understand where I am able to set up the setViewTargetWithBlend, or how this all ties together, and where each function needs to be based. I sort of understand the concept, but am not finding it as easy as many others make out (obviously due to my inexperience).
I would love some pointers, or a picture of how and where these are laid out.
Have you tried using timelines? You could set a bunch of variables for the timeline to smooth between the 2 states. That way It should all fire together and smoothly, based on a boolean.
I hope that helps you or have I misinterpreted the question?