{"id":209,"date":"2024-03-07T06:55:25","date_gmt":"2024-03-07T06:55:25","guid":{"rendered":"https:\/\/wildtechgames.com\/?p=209"},"modified":"2024-03-09T19:52:08","modified_gmt":"2024-03-09T19:52:08","slug":"my-unreal-engine-learning-journey-day-33-aiming-animations-and-ads-camera","status":"publish","type":"post","link":"https:\/\/wildtechgames.com\/?p=209","title":{"rendered":"My Unreal Engine Learning Journey \u2013 Day 33 \u2013 Aiming Animations and ADS Camera"},"content":{"rendered":"\n<h2 class=\"wp-block-heading\">Introduction:<\/h2>\n\n\n\n<p>Today&#8217;s focus was on setting up the animations for holding and aiming with the weapon, including an ADS (Aim Down Sight) camera view change.  <\/p>\n\n\n\n<figure class=\"wp-block-image size-large\"><img loading=\"lazy\" decoding=\"async\" width=\"1024\" height=\"728\" src=\"https:\/\/wildtechgames.com\/wp-content\/uploads\/2024\/03\/image-13-1024x728.png\" alt=\"\" class=\"wp-image-211\" srcset=\"https:\/\/wildtechgames.com\/wp-content\/uploads\/2024\/03\/image-13-1024x728.png 1024w, https:\/\/wildtechgames.com\/wp-content\/uploads\/2024\/03\/image-13-300x213.png 300w, https:\/\/wildtechgames.com\/wp-content\/uploads\/2024\/03\/image-13-768x546.png 768w, https:\/\/wildtechgames.com\/wp-content\/uploads\/2024\/03\/image-13.png 1529w\" sizes=\"(max-width: 1024px) 100vw, 1024px\" \/><\/figure>\n\n\n\n<h2 class=\"wp-block-heading\">Aiming Animations:<\/h2>\n\n\n\n<p>I had the walk, crouch, and run animations done earlier, so now had to add in the animations for holding the weapon while walking or standing, which includes the transitions between the animations.  Crouch aiming was left out of this tutorial, but I may add it in for practice.  <\/p>\n\n\n\n<figure class=\"wp-block-image size-large\"><img loading=\"lazy\" decoding=\"async\" width=\"1024\" height=\"725\" src=\"https:\/\/wildtechgames.com\/wp-content\/uploads\/2024\/03\/image-12-1024x725.png\" alt=\"\" class=\"wp-image-210\" srcset=\"https:\/\/wildtechgames.com\/wp-content\/uploads\/2024\/03\/image-12-1024x725.png 1024w, https:\/\/wildtechgames.com\/wp-content\/uploads\/2024\/03\/image-12-300x212.png 300w, https:\/\/wildtechgames.com\/wp-content\/uploads\/2024\/03\/image-12-768x544.png 768w, https:\/\/wildtechgames.com\/wp-content\/uploads\/2024\/03\/image-12-1536x1087.png 1536w, https:\/\/wildtechgames.com\/wp-content\/uploads\/2024\/03\/image-12.png 1640w\" sizes=\"(max-width: 1024px) 100vw, 1024px\" \/><\/figure>\n\n\n\n<h2 class=\"wp-block-heading\">ADS Camera:<\/h2>\n\n\n\n<p>In general most games where you can hold a weapon include a camera view change when you hold the ADS\/aim button.  So I added a second camera that is attached to the camera boom (spring arm component) which is set up in the player characters blueprint.  I had to include a new keybind (right-click) for aiming which did both the aiming animation and the camera view switch.  There&#8217;s always more work to be adjusted with where the ADS camera is positioned, but functionally it works as players would expect, this includes locking the mouse &#8216;yaw&#8217; to the character which keeps the player character facing the way the camera is facing while using ADS.<\/p>\n\n\n\n<h2 class=\"wp-block-heading\">Conclusion:<\/h2>\n\n\n\n<p>It seems like setting up animations could become a lot of work when you have a lot of different animations in the game (climbing, ADS, running, walking crouching, ADS while running, walking, crouching, etc, etc).  Plus all the transition animations between them.  I&#8217;m hoping to find a way to make reusable animation (or locomotion) states for future projects.  <\/p>\n\n\n\n<figure class=\"wp-block-embed is-type-video is-provider-youtube wp-block-embed-youtube wp-embed-aspect-4-3 wp-has-aspect-ratio\"><div class=\"wp-block-embed__wrapper\">\n<iframe loading=\"lazy\" title=\"My Unreal Engine Learning Journey \u2013 Day 33 \u2013 Aiming Animations and ADS Camera\" width=\"640\" height=\"480\" src=\"https:\/\/www.youtube.com\/embed\/NBabOrxLTYg?feature=oembed\" frameborder=\"0\" allow=\"accelerometer; autoplay; clipboard-write; encrypted-media; gyroscope; picture-in-picture; web-share\" referrerpolicy=\"strict-origin-when-cross-origin\" allowfullscreen><\/iframe>\n<\/div><\/figure>\n","protected":false},"excerpt":{"rendered":"<p>Introduction: Today&#8217;s focus was on setting up the animations for holding and aiming with the weapon, including an ADS (Aim Down Sight) camera view change. Aiming Animations: I had the walk, crouch, and run animations done earlier, so now had to add in the animations for holding the weapon while walking or standing, which includes [&hellip;]<\/p>\n","protected":false},"author":1,"featured_media":0,"comment_status":"open","ping_status":"open","sticky":false,"template":"","format":"standard","meta":{"om_disable_all_campaigns":false,"_monsterinsights_skip_tracking":false,"footnotes":""},"categories":[1,8],"tags":[10,11,14,9],"aioseo_notices":[],"aioseo_head":"\n\t\t<!-- All in One SEO 5.0.1.1 - aioseo.com -->\n\t<meta name=\"description\" content=\"Introduction: Today&#039;s focus was on setting up the animations for holding and aiming with the weapon, including an ADS (Aim Down Sight) camera view change. Aiming Animations: I had the walk, crouch, and run animations done earlier, so now had to add in the animations for holding the weapon while walking or standing, which includes\" \/>\n\t<meta name=\"robots\" content=\"max-image-preview:large\" \/>\n\t<meta name=\"author\" content=\"wildtechgames.com\"\/>\n\t<link rel=\"canonical\" href=\"https:\/\/wildtechgames.com\/?p=209\" \/>\n\t<meta name=\"generator\" content=\"All in One SEO (AIOSEO) 5.0.1.1\" \/>\n\t\t<meta property=\"og:locale\" content=\"en_US\" \/>\n\t\t<meta property=\"og:site_name\" content=\"WildTechGames: Pioneering Unique and Engaging PC Gaming Experiences. - &quot;Hello from WildTechGames! It&#039;s just me here \u2013 a dad, husband, and passionate game developer. 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