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

