Fireball - Animations #2

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Transcript

But first, we need to jump into this state and hook up what animation that we want to play. So, double click on this, and we're going to do a lot like we did before where we need to bring in, I'm going to right click a layered blend per bone node because we're going to be combining two animations. hook this up into the output animation pose right away. Our base pose for this is going to be our third person jump loop. So we should be able to find it in the list here. Let me just look up jump, whittle it down, third person jump loop, that one right there.

Drag and drop that in from the Asset Browser over here, and the other one is going to be our cast node. Drag and drop that in hook the third person jump loop up to the base pose and the cast to the blend pose zero. And just like we did before, I need to select our layered blend per bone node and we need to add under layer setup zero branch filters, click this little plus button. We've got to slot in a bone name and that too is going to be spine underscore oh one. Okay, so that's looking pretty spiffy. Now I need to create some transitional rules off of this.

So jump back out to our state machine here. And we are going to create a transition rule. Well, there's going to be many rules going through this let's do from our jump loop to our jump fireball, create a transition and then from jump fireball Back to jump loop. And then I might as well drag one from jump fireball to jump in as well. And let's do from jump loop to jump fireball this transition right here. Okay, double click on that.

And there's a couple things that we want to see if they are true one we're going to check is our player in the air? So we're going to get that then the other one I want to check is are we using a fireball? Get that so we can drag off of either one of these and type in the word and and plugging use fireball into here. So our transition rule for this is are we in the air and are we using a fireball? If so, we're going to transition from a jump loop to a jump fireball. Okay, that one's looking pretty good on to the next One clicking right here to jump back to our state machine.

Let's set a transition rule going from our jump fireball back to our jump loop. This guy right here, note the direction of the arrow, double click. And our transition rule for this is going to be, I'm going to right click Time remaining. And what I'm looking for on this one is our time remaining ratio, third person jump loop, we want to find out how far away are we through our third person jump loop animation. And if we have dragon off of this less than or equal to float less than or equal to float less than or equal to point three. If we've got less than 30% left, then we are going to transition back to our jump loop.

As you can see, this is kind of a context sensitive search here I knew that I had third person jump loops set as one of the animations here inside of my jump fireball. Okay. Next transition rule that I want to set is going to be from our jump start up top here, down to our jump fireball, so left click and drag that and double clicking on this transition node, our rule here is going to be are we in the air, get that and have we use a fireball so this is going to be a similar transition to the one we just added. This jumpstart state is really really short but we do need to account for it. And again, you can drag off of either one of these Booleans and type in the word and and we got to find out if both of those are true before We can transition from jump start to jump fireball.

Okay, let me jump back to our default here and did we create a transition rule from jump fireball to jump? And we did not did we jump fireball to jump in Okay, so we'll get back to that one at the very end but let's take care of the other ones in place so hopefully we won't forget that one. I do want to create a transition rule from double jumps or a little bit up sorry rather I want to create a rule from jumpstart to well I got the wrong What is my notes here? Okay, I'm gonna pause the video right here to find out where I am in my notes. I'm on the wrong page. I will be back in just a moment.

Okay, and we are back guys. I had a hard time reading all my crisscross lines in my notes here. I have made sense Now, the next transition that we are going to deal with here is being able to shoot out a fireball from a double jump. So our characters double jump, but we still want to be able to shoot out a fireball. So we need to drag a wire from our double jump start state all the way to our jump fireball like so. Okay, and this is the transition rule that guy right there when you highlight over it, it will highlight the arrow as well that is the one we want to double click on to set a rule for so double click on that.

And our transition here is also going to be dependent on if we are in the air and if we have used the fireball Drag off of either one of these type in and the end Boolean. Okay, so that transition is taken care of Let's jump back to our default state machine. The next one will be from jump fireball to our jump in this transition right here, double click on that. Here too, we simply find want to find out. If our character is in the air only this time we're going to say is not in the air because we want to be able to transition out of a fireball jumping fireball to a jump in when our character is no longer in the air. Okay, not quite finished yet, we are going to jump over to the animation portion of persona up here.

And we wanted to add some some jazz if you will to our cast animation. So down in the Asset Browser, let's find our cast animation. So if you double click on that your character is going to play the cast animation. So that's what our characters upper body is going to be doing when we shoot out a fireball. But I want to make it so that when this animation goes off, we also have a visual effect that accompanies it and a sound effect. Now typically, at least up until this point, we've got had visual effects and sound effects only triggered through scripting, blueprint scripting, but we can also make it happen here.

And the way we can do it, let me just stop this animation for the time being is right up here, we've got this notifies bar. Okay, well we can do is we can right click on this bar, and we can add a notify. And it's gonna say what type of notified you want to add in your little flyout menu here and the first one I'm going to add is going to be a particle effect. Okay, and when we selected then, you can see it's a little highlighted here. In the Details panel, we can say which particles effect do we want to add? Well, the one that I want to play here is called p underscore Countess, not Countess Countess, underscore, blink strike, Flash.

It's kind of got this reddish look about it. And I'm gonna set a locational offset for this so that it plays out in front of our character a little bit. So our y location is going to be 100 and the Z location here is going to be 50. Now Now down here, you've also got some additional trigger settings notified trigger chance is currently set to one and you can see from the tooltip that this defines the chance of this notified triggering. So you can have some randomness here, by setting this to one like I have it now that means whenever this animation is triggered, this particle effect is going to play so if you want to add some randomness here set a value between zero and one and that is the percentage chance. Okay, um, let's see.

So I didn't want this to play right at the very beginning of our animation, I'm actually going to left click and drag this to about about, you can actually right click on that little bar right there to set this notify begin time, I'm gonna set that to be 0.1 seconds. So you can drag and drop it along this timeline here is my timeline slider for the animation. And so you kind of get an idea as to where this is gonna play. Boom, right about there. That'll be pretty good, right? Okay, next I want to add a another notify.

I can add another track right here if I want to. So I'm gonna I'm just gonna click right here to add another tracks. Just gonna make it read a little bit cleaner. I'm going to right click on this top most track, add notify, and I want to play a sound. And I'm going to right click on this bar right away and set the time to be at the zero second mark. So at the very beginning, and over in the Details panel, the sound that I want to play is going to be called efforts.

Underscore ability. It is a counted effort ability, which one of these I want to play ability e underscore two. I don't know what the difference is between these two, they look pretty much the same. I don't think it really matters which one you select, but now if I click play, kind of here that's gonna sound like sound and look like okay, well with all that done, guys Let's go ahead and click save up here and you can see it opened some different tabs here as we move to different tabs of the persona editor here let's give this a try I'm going to jump into our level we're going to hit play I'm firstly going to collect our fireball skill. So right now if I hit the one key well I can technically still cast it out because I still have it set that we can shoot out the fireball right away.

So there you see it working from a stand state. Let me try it from running. Okay, we got some problem there where it got caught up. Probably related to our trigger volume. So let me just keep running over here. There's the one key let's try from I'm gonna have to escape because I ran out of man, I so can't currently cast it anymore.

So I've got some warnings going on. Let me see what this warning is all about w widgets. You Okay, that is already added to the screen. Okay, that's fine. Let me jump in and play and I'm going to jump. Now you can see that I can do from a jump.

Let me get the double jump right away. Okay, and then from a dojo, I can't as well. Okay, so that is all well and good. Of course I've got this problem going on, which is causing me to get stuck. I can't run in cast it. So let's figure out that problem.

Now one thing I noticed there while we were playing is the fireball only stopped when our character was running. So there's got to be some sort of a problem with the collision of our fireball and our character because they were probably bumping into each other right from the spawn there. So let me go into my blueprint actors. And let's jump into our BP fireball here and if I select our collision Over in the Details panel I can see that currently we are setting everything to be block our pawn here we probably want to ignore the collision with our pawn ourselves there so I'm going to set that to ignore is well let's go ahead and Compile and Save. And let's try this one more time let's play and again I can cast fireball because I've got my one variable set to fireball inside of my BP player.

And now if I run and shoot, there seems to be no problems. Alright, that looks like it is working as intended and again, the reason I didn't have to collect the fireball skill from that Dyess is because inside of my BP player, I set this be magic slotted is set to fireball so that's how it new. Alright guys, that is going to do it all for this one. Maybe a sanity Compile and Save for any other blueprints that you got open here. That will do it all for this one. We will see you in the next one.

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