All Blueprint Function in character. All functions are separated by function for easy adjustment.
Revolver Blueprint, triggered by Blueprint Interface of a specific character. The animation happened in another blueprint, making this system more modular.
Anim Blueprint, Blending Graph featuring IK tail, blend upper and lower body, aim offset, and aim Offset 3D.
Anim Blueprint Root, basic set up with jump and run. To the right are notifies to indicate to the main blueprint for what can be reset.
Dead eye event, when triggered, you can spawn new actors that snap on the surface of anything that appends into an array. When the event is happening, removes these target points at the end to indicate the end of dead eye.
Dot product is used to draw a cone that the direction the bullet can go base on their accuracy. When in 3rd person, I believe the rays are shot directly from the camera, this avoids problems with parallax angle when your character is placed on the side.
I created this character and put them to Unreal to showcase my animation ability and eventually it turns into a shooting gallery with not only animation, but shooting functionality. Blueprinting in Unreal has always fasination and I thank my instructor Jean Eric Khalife from Gnomon for helping me achieve this quality. Also a big shout out to Louie Touccie, my instructor for Zbrush where I created Dynamike, my Python cowboy character!
Rigged with ArtV1, Weight painted in maya, many animation are made by myself but also taken from others by Animation Retargeting. All Blueprinting work are by myself.