You.
Welcome back.
Now, we've just finished reporting over all of our work to twin blasts now in this video, I'm going
to tweak twin blasts just a bit because the mesh is slightly different.
So we might need to make a couple of adjustments now.
One thing I'm noticing is when I aim the SMG, the hand is a little too far to the left.
I'm talking about the left hand here.
So I'm going to go into the shooter and BP for twin blasts and here and the animation blueprint, I
don't see the Annam graph, but we can go down here in my blueprint where it says Annam graph and we
can double click that and we'll get our atom graph.
So the first thing I'll look at here and shooter and BP is the aming pose.
So I want to go all the way up to aming upper body and aming pose.
And here we have some aming poses.
And for the submachine gun pose, we have aming pose rotated.
Let's go into that and we'll see that the weapon is angled up and sort of rotated a bit.
We can adjust this.
Let's go to the twin blast skeleton and let's take a look at the right hand socket.
Now I'm looking up at the right hand socket and I'm going to rotate it over just a bit and angle it
down a little bit.
And I'm going to go ahead and hit play and aim and see how this looks.
Now, looks like I could rotate it just a little bit clockwise or if looking into the barrel, it would
be counterclockwise.
So I'll rotate it a little counterclockwise and down.
Now let's head play.
And that looks pretty good, but let's see the other weapons as well, so it might be angled a little
too far down.
So this will take a little bit of tweaking.
I'm going to turn off snapping and angle it up just a bit and see how this looks with the.
Ah.
So grab the assault rifle, aim it, and it's still down a little too much to aim it, angle it back
up.
And just iterate this again.
So that looks almost OK.
It looks good with the SMG, let's angle it up just a little more.
See how this looks.
That looks pretty good.
Let's look at the pistol, and I'm happy with how the pistol looks as well now as far as the aiming
pose for the arm.
Let's take a look at that animation.
So I'm going to go into the shooter and BP and for the assault rifle we have aiming pose are.
And here we have it now, it looks like it's aiming sort of upward a bit.
So what I might want to do is stop the animation and go to the first frame and let's get our right hand.
So I'm going to scroll down.
And here's our hand are in fact, it might go up to lower armah and just rotate this down a bit.
Just so it's aiming forward and I can get the lower arm as well, even though we're using hand IC to
adjust it, it doesn't hurt to get the lower arm.
To sort of match.
So let's angle this down as well, at least roughly, so I'll go ahead and get that hand on the weapon
where it should be and I'll add a key here.
And if I scroll through the animation, well, it basically stays still.
It doesn't really move.
Let's go ahead and save this.
And we'll now playtest this and pick up an assault rifle.
So here's the answer, and that looks a great deal better.
So it all comes down to tweaking these things when you retarget animations, sometimes the mesh is different,
so you might have to make adjustments.
OK, so that looks good.
We've successfully tweaked our character.
Now, the twin blasts, Harrigan Asset Package comes with a lot of really cool things, such as particle
systems.
Let's take a look at the twin blast folder.
And in twin blasts, let's go to eFax particle's abilities, primary and effects, and we have some
really cool things here, like twin blasts, primary muzzle flash.
If we open this, then we'll see that we have a muzzle flash for a gun blast and this actually throws
off a bullet shell as well.
Now, I'd like to take advantage of this by adding it to our weapon data table.
Let's go back up to our data table folder.
And open weapon data and let's take our pistol select to that and go down.
To the muzzle flash and let's select P, underscore twin blasts, underscore primary.
And select primary muzzle flash, I'm going to save that and now let's see what happens when we pick
up a pistol and fire it.
Now, before we play it, I'm going to take this weapon, which I know has a weapon type of pistol,
and I'm going to move it just to update it so it gets all of its assets loaded from the data table.
Now, let's play test this.
I'm going to open a second viewport all to play.
And I'll pick it up, slop to it.
And now we got our red muzzle flash.
Let's reload,
so now we have some new, exciting assets that we can use, we can have different types of weapons with
different muzzle flashes and so on.
And the beautiful thing about this is that the epic games marketplace has a ton of other Pentagon assets,
each with their own animations and particle systems.
And before we wrap up this video, I'm just going to show you one more interesting thing.
If you didn't notice this already, not only does twin blasts and Balika and all the other Pentagon
characters have a beautiful skeletal mesh, there are different versions called skins in each package.
For example, Twin Blasts has several versions of this skeletal mesh that uses the same skeleton.
Select the mesh.
And here under mesh for the skeletal mesh, click the dropdown and you'll see that there are different
versions of twin blasts.
There are different versions of Belgica as well.
Let's select one of these just to see how it looks.
I'm going to take twin blasts, shadow ops.
Now it's going to take a second to load, so give it a minute, OK, so we finished loading this scan
and as you can see, it's quite different than the other twin blasts scan.
It almost looks like a villain or something.
So we can go ahead and play test this.
And now we've got this skin and of course, this is a completely different skeletal mesh, so we'd have
to go in and find the skeletal mesh called shadow ops and said those guns to the transparent material.
But that's a minor detail.
For now, let's keep protesting.
Seems like it works pretty good, we can crouch, we can run, we can test the hip turning mechanics,
which seem to be working well.
So everything seems to work very good.
All right.
So before we end this video, I'm going to find this skin called twin blast shadow ops.
And I'm going to browse to this asset.
And if we're going to use this, we need to make the adjustments we made to twin blasts, namely, we
need to set that element for the guns to transparent.
So we'll find it here.
And it looks like it's not element two.
Looks like it's elements six here.
So let's go ahead and set that to transparent.
And something I haven't noticed yet is that twin blasts has a grenade on this skin.
So let's take element aid, which is the grenade, and set that to transparent as well.
OK, that looks good.
Now, we don't need to add the right hand socket, so if we look for a right hand socket, we'll see
that it's already there.
And that's because this skin, this skeletal mesh shares the same skeleton with twin blasts.
So that prevents us from needing to add the right hand socket again.
That's why we can see the preview asset on the skin.
OK, excellent.
Let's go ahead and hit Save All to save our work and save selected.
And we now have multiple versions of our shooter character.
Now, I'm going to give you a challenge.
I want you to go to the Epic Games launch or go to the marketplace and search for another Paragon character,
find one that you like, added to this project and retargeting Billikens animation blueprint over to
it and perform the steps that we did with twin blasts so that you can use that character.
I'll see you in the next video.