Nikolay Salikhov

88 posts

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Nikolay Salikhov

Nikolay Salikhov

@techAnim_diary

Gameplay animator at Guerrilla. All tweets are my own

Ukraine เข้าร่วม Şubat 2012
563 กำลังติดตาม4.4K ผู้ติดตาม
Arturo García Verde
Arturo García Verde@agvanimation·
Shogunate training! Really liked this part of the song, wanted to make an animation out of it and practice 2d effects
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Nikolay Salikhov
Nikolay Salikhov@techAnim_diary·
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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Nikolay Salikhov
Nikolay Salikhov@techAnim_diary·
@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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gibb0
gibb0@gibb09·
@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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Brendan Casey
Brendan Casey@brendancaseyart·
@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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Kiel Figgins
Kiel Figgins@KielFiggins·
@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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Nikolay Salikhov
Nikolay Salikhov@techAnim_diary·
@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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Nikolay Salikhov
Nikolay Salikhov@techAnim_diary·
@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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Nikolay Salikhov
Nikolay Salikhov@techAnim_diary·
@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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Nikolay Salikhov
Nikolay Salikhov@techAnim_diary·
@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
Thegamedevclub@thegamedevclub·
@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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Nikolay Salikhov
Nikolay Salikhov@techAnim_diary·
@MaxGariepy Yep. Mostly Anim Notify States to control intensity or switching on and off
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Max Gariepy
Max Gariepy@MaxGariepy·
@techAnim_diary Physics Control Component is life ❤️ Just using Anim notifies/events to control it in the AnimGraph right?
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Nikolay Salikhov
Nikolay Salikhov@techAnim_diary·
Since some people asked this. The bag is just an FK chain and hand-animated which makes state transitions quite clunky. Physics Control Components is running on top of animation to make the bag respond to velocity and direction changes. (1/2)
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