
Download and extract the project to access the source code, then open the Godot project file to study the counter rotation example. For help, contact Discord or the Q&A.
Add a sprint recharge delay to prevent infinite sprint, using a sprint recharge delay remaining variable updated in the replenish sprint function.
Review the quick video detailing the major refactor from character model to animation controller. Learn how to update references, rename variables, and reconnect signals using search, replace, and testing techniques.
Split the upper and lower body to blend pistol idle with movement, then add weapon idle, shoot, and reload one-shot animations via spine filters and export variables for weapon swaps.
Learn how to implement a bullet expiry system in Godot 4 to despawn bullets after a timeout, connecting a timer in the set weapon projectile function.
Have you ever wanted to make a third person shooter in Godot?
It can be challenging to know how to get the actions to work smoothly with a control rig. A careful structure must be created to ensure that the animations do not cut of jump between each other.
This Course will show you how to make a third person controller in Godot from scratch. We’ll go from blank canvas, to capsule, to full control rig and finally a weapon controller. I will show you how and explain why I am making the decision I’m making. Because when you’re making such a complicated controller there isn’t one right way to do it. So I will tell you what I’m doing it and why, occasionally talk about alternatives and then we can move on. Nothing is skipped. Aside from collecting animations, I have included every single decision I made along the way.
NEW: Inverse Kinematics Updated for Godot 4.6
We will create:
A Camera Controller.
Using Spring Arms, we will be able to rotate around our character, without clipping into walls.
Using Tweens, we will be able to switch which side we view the character from.
Using Tweens, we will be able to Zoom the camera to better aim our weapons.
We will also make sure all of these actions can happen smoothly.
A Node Based Finite State Machine.
We Will Create a State machine which will ensure our actions are clearly defined and have clear rules about what can be triggered and when.
We have a state machine for both Combat and Non combat enabling you to design dynamic play modes depending on your desires.
A Full Third Person Character Rig and Animations.
Using Blender and Mixamo we will create a rig with a complex set of animations.
We will discuss importing a rig into Godot.
How to use the Animation Tree Player.
Create a complex set of transitions and blends to ensure that each is smooth and seamless.
A Weapon Manager.
Create a dynamic weapon manger.
using classes and components create a system that will allow a diverse number of different weapons and projectiles.
Picking up Ammo and Weapons.
Dropping Weapons.
We Will also cover Inverse Kinematics
Updated For Godot 4.6
Ensure the player is always looking down camera
Adjust the weapon position to better suit the character pose
Make sure the left hand is always on the weapon
Thank you for checking out this course and I look forward to seeing work through this project and creating an amazing game.