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Creating Bow And Arrow Mechanics - Part 1
Jul 11, 2024
Creating Bow And Arrow Mechanics
Introduction
Learn to create Bow and Arrow mechanics from scratch.
Covers beginner and intermediate levels.
Focus on blending animations, aiming, dynamic widgets, physics collisions, trajectory, VFX, sounds, etc.
Full project files available on Patreon.
Part 1: Setting Up The Player
Initial Setup
Using third-person template.
Steps to equip the bow:
Set up player animations and locomotion blend space.
Create an aim camera.
Character Setup
Copy third-person character blueprint, create BP_Player and move it to the player folder.
Set BP_Player as the default Pawn in third-person game mode.
Changed mesh color to make the player character unique.
Controls
Focus on character movement component settings:
Use
Controller Desired Rotation
for precise camera control.
Orient Rotation to Movement
for following the camera direction.
Custom settings for aiming: change these articulations dynamically when aiming.
Animations
Create a new Animation Blueprint (ABP_Player) based on existing mannequin animation.
Setting up blend space for animation blending based on direction and speed.
New blend space for bow mechanics: defines animation states for idle, moving forward, left, right, and backward.
Using calculated direction to update animations.
Mesh and Skeletal Attachment
Attach bow to the player using a socket on left hand.
Skeletal mesh for bow created and animated in Blender.
Preview bow placement using animation blueprint, then attach in blueprint class.
Moves spawning and attachment of the bow into an actor component (AC_BowMechanics).
Actor Component for Bow Mechanics
AC_BowMechanics handles bow-related functionalities modularly:
Equip bow with configurable class and socket name.
Reference character mesh and setup variables.
Aiming Mechanics
Input actions set up for aiming (IA_BowAim with hold and release triggers).
Custom events for handling aim begin and end states.
Changes to character movement component and camera during aim mode:
Adjust Field of View (FOV) and camera boom offsets for aiming.
Smooth transition using timeline.
Modify rotation rate for responsive aiming.
Conclusion
Recap: character, controls, camera setups for bow aim mechanics.
Next steps: focus on bow mechanics—aim animations, arrow shooting, etc.
Project files available on Patreon.
Encourages users to subscribe and support via Patreon.
đź“„
Full transcript