Nikolay Salikhov
88 posts

Nikolay Salikhov
@techAnim_diary
Gameplay animator at Guerrilla. All tweets are my own
Ukraine Se unió Şubat 2012
563 Siguiendo4.4K Seguidores

@SANTA4o4 @KielFiggins Thanks. Yes, it's just skinned mesh and joints export
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@techAnim_diary @KielFiggins Amazing! Can I ask how you were able to get this into unreal? Did you just export the Geo and the joints?
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It's a bird, it's a plane... Just a small traversal prototype. Samurai rig by @KielFiggins, had to rig the wings though) #UE5
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@gibb09 @KielFiggins Thanks! No sequencer. I used Camera Manager BP for more complex camera settings and calculations based on the character animation and states
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@techAnim_diary @KielFiggins This looks absolutely insane man! My mind is blown! I have to ask though, how did you go about all that awesome camera work? Is it all with sequencer in Unreal?
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@techAnim_diary @KielFiggins Great stuff as always! Love it.
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@brendancaseyart @SPRWtv Thank you. It's a part of the samurai rig. I added additional mesh and joints to his rig
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@techAnim_diary @SPRWtv So cool! So are the wings a part of another rig? Or did you have to add wings to the metal samurai’s rig so that it could work in engine?
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@techAnim_diary @KielFiggins Always with the coolest stuff Nick! Looks amazing ! ✨
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@KielFiggins Thanks Twitter for the weird video quality vimeo.com/953295353?shar…
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@techAnim_diary Now that is super cool! Love the dual swords up for the idle pose, reads so well, esp from the back. Fantastic work!
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@h_chin_1 @KielFiggins No IK, just different turn animations
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@volodXYZ @KielFiggins Didn't use Physics Component, just rigid body simulation. Blending back is done with the node Set Physics Blend Weight, where the blend weight float is controled by a curve in animation
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@techAnim_diary @KielFiggins And how did you do the blending back to the anim pose?
Also using Physics Component?
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@volodXYZ @KielFiggins The reassemble is blending those separate pieces back to animation pose, hiding them at a specific moment and showing the main body mesh again
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@techAnim_diary @KielFiggins This is really well done. Great job! I love the blocking animations and the follow through of the bag on the last attack in her 4 piece combo.
How did you handle the rock guys breaking apart and that reassemble effect at 0:46?
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@volodXYZ @KielFiggins Thanks. Each enemy has a second rig where each rock mesh is skinned to a separate joint without any hierarchy, during Death animation the main body is hidden, while these separate pieces are shown and simulated.
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@di_angeel @GiacomoLiberio Thanks! yes, it's all gameplay
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@techAnim_diary @GiacomoLiberio Amazing work dude, all of this is gameplay?
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Spider-Punk is in a rush. Just a small traversal prototype. Thanks, @GiacomoLiberio for the Spidey model. #UE5
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@Supra69Z @KielFiggins a bit of both. there is recoil on animation but it's being extended or shortened in code based on the attack
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@thegamedevclub @KielFiggins Sure, as long as all the credits are specified
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@techAnim_diary @KielFiggins hello I am Cristiano a gamedev myself and i own the instagram page "thegamedevclub" with currenty 100,000 followers and "gamedev_showcase". i would really love to repost your works there. What do u think?
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@MaxGariepy Yep. Mostly Anim Notify States to control intensity or switching on and off
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@techAnim_diary Physics Control Component is life ❤️
Just using Anim notifies/events to control it in the AnimGraph right?
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