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Nikolay Salikhov Profile
Nikolay Salikhov

@techAnim_diary

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Gameplay animator at Guerrilla. All tweets are my own

Ukraine
Joined February 2012
Don't wanna be here? Send us removal request.
@techAnim_diary
Nikolay Salikhov
7 months
Spider-Punk is in a rush. Just a small traversal prototype. Thanks, @GiacomoLiberio for the Spidey model. #UE5
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@techAnim_diary
Nikolay Salikhov
3 months
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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@techAnim_diary
Nikolay Salikhov
1 year
Better not mess with Lyette - the angry mail carrier. Rig by @KielFiggins #UE5
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@techAnim_diary
Nikolay Salikhov
1 year
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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@techAnim_diary
Nikolay Salikhov
7 months
@di_angeel @GiacomoLiberio Thanks! yes, it's all gameplay
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@techAnim_diary
Nikolay Salikhov
3 months
Take-off in T-minus six seconds
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@techAnim_diary
Nikolay Salikhov
5 years
Finally, got my hands on @Cascadeur_phys since I received closed beta. Nothing fancy, just getting acquainted with the tools. I fell in love right away with what a rig actually represents in this software.
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@techAnim_diary
Nikolay Salikhov
6 years
One little Spidey shot done for @kyle_kenworthy Advanced Body Mechanics class. Thank to @KielFiggins for the great rig.
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@techAnim_diary
Nikolay Salikhov
1 year
Also, each animation has precise control over physics to turn it on and off on certain frames to prevent it from messing out timing, arcs, and such. (2/2)
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@techAnim_diary
Nikolay Salikhov
5 years
Little action with @Cascadeur_phys .
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@techAnim_diary
Nikolay Salikhov
5 years
This is gonna be great. After watching @Foofinu lectures on iAnimate vault, his workflows completely changed my life. Since then, I've developed some tools based on Richard's approach that I use everyday. Here are some of them:
@Foofinu
Richard Lico
5 years
I'd like to formally announce Animation Sherpa, opening January 20th! For more information on the school and to download the free #BaqirRig , visit
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@techAnim_diary
Nikolay Salikhov
5 years
Aim Space. After diving in an aim space approach, everything is possible in a matter of minutes.
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@techAnim_diary
Nikolay Salikhov
6 years
Just another Spidey shot for @kyle_kenworthy Advanced Body Mechanics. Thanks again for the rig, @KielFiggins .
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@techAnim_diary
Nikolay Salikhov
5 years
Foot Pivot. The most mindblowing approach which allows you to concentrate on one set of foot transforms at a time rather than having tens of keyed attributes such as Roll, Pivot, Bank, Rock, Step etc.
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@techAnim_diary
Nikolay Salikhov
4 years
Got credit in @CallofDuty Cold War for some skinning job.
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@techAnim_diary
Nikolay Salikhov
7 years
Well, I guess this is how it starts...
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@techAnim_diary
Nikolay Salikhov
5 years
Aim Trick. Looking at your animation through aim space allows you to see a whole different picture and do some free and interesting things such as an overlap, in this instance.
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@techAnim_diary
Nikolay Salikhov
1 year
@SleepyMushroom2 @KielFiggins just a personal project. way too much free time)
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@techAnim_diary
Nikolay Salikhov
5 years
Center of Mass. A simple yet effective tool to see what your character is really doing in the scene.
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@techAnim_diary
Nikolay Salikhov
7 years
RigDev: Started a complete rewriting (basically, from scratch) of ADAM Rigging System (). Trying to make it modular, flexible and structure as much as possible. #rigging #gamedev #maya
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@techAnim_diary
Nikolay Salikhov
5 years
@animfocus When my Lead was leaving our studio, he told me: "Just save more often"
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@techAnim_diary
Nikolay Salikhov
7 years
I am a Master of International Finance, represented my country at the 2016 Chartered Financial Analyst Institute Research Challenge in Chicago (basically, the Academy Award for students studying finance), got bored, ran away, got a job in a game dev studio in Kiev, Ukraine.
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@techAnim_diary
Nikolay Salikhov
5 years
Really looking forward to learn more from the master.
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@techAnim_diary
Nikolay Salikhov
1 year
@Supra69Z @KielFiggins nothing too special. for strafing - 4 directions with Orientation Warping tech in UE5 and some additive lean poses on top.
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@techAnim_diary
Nikolay Salikhov
5 years
@KrisZadziuk @LDelayen @KielFiggins I used 6 directions (4 cardinals+2diagonals). I did not used a classical blendspace for directions. I tried @LDelayen approach, which consists of rotating root bone of the character to achieve a desired movement direction. It really helps to maintain fidelity
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@techAnim_diary
Nikolay Salikhov
5 years
@23edsa @LDelayen @KielFiggins Thanks. In my case, just for basic locomotion: 6 directional cycles + 2 lean variations for each сycle, 4 stops, 4 starts, 4 turns in place
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@techAnim_diary
Nikolay Salikhov
3 months
@KielFiggins Thank you, sir)
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@techAnim_diary
Nikolay Salikhov
1 year
@cannibal_elk @NOTOKEKE @KielFiggins just lots of semi-transparent cubes
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@techAnim_diary
Nikolay Salikhov
5 years
@RihamToulan @LDelayen @KielFiggins Thank you. If I correctly understand your question, it's the other way around. The capsule is directly controlled by a player and the root joint of the character is following the capsule.
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@techAnim_diary
Nikolay Salikhov
6 years
All mighty Motion Matching:
@danlowlows
Dan Lowe
6 years
Let's talk Motion Matching tips for people who are new to it. I’ll keep things general so it’s not specific to any one company or pipeline...
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@techAnim_diary
Nikolay Salikhov
3 years
@ryansmallman Finally I know who made the coolest loading screen for Fortnite
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@techAnim_diary
Nikolay Salikhov
5 years
@KrisZadziuk @LDelayen @KielFiggins Thanks. Yes, I considered using side steps for the 90s, but decided to stick to the usual strafing for those direction. But for the diagonals, it's just a magic.
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@techAnim_diary
Nikolay Salikhov
3 months
@h_chin_1 @KielFiggins No IK, just different turn animations
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@techAnim_diary
Nikolay Salikhov
3 months
@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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@techAnim_diary
Nikolay Salikhov
3 months
@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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@techAnim_diary
Nikolay Salikhov
5 years
What a beautiful story covering the human side of game development. #astroneer
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@techAnim_diary
Nikolay Salikhov
3 months
@AlonHelman Thanks, bud)
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@techAnim_diary
Nikolay Salikhov
11 months
@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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@techAnim_diary
Nikolay Salikhov
1 year
@MaxGariepy Yep. Mostly Anim Notify States to control intensity or switching on and off
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@techAnim_diary
Nikolay Salikhov
3 months
@brendancaseyart @SPRWtv Thank you. It's a part of the samurai rig. I added additional mesh and joints to his rig
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@techAnim_diary
Nikolay Salikhov
5 years
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@techAnim_diary
Nikolay Salikhov
5 years
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@techAnim_diary
Nikolay Salikhov
1 year
@0BlueDall @KielFiggins thanks, just tried to utilize everything that the given character design can provide me with. The same goes for the dude made of stones
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@techAnim_diary
Nikolay Salikhov
4 years
@games_inu So fluid. Are you using a blendspace for the sharp turns, so you can turn at any angle?
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@techAnim_diary
Nikolay Salikhov
5 years
@newwaveydavey Thank you. It would not be possible without Richard's thorough explanation.
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@techAnim_diary
Nikolay Salikhov
4 years
@games_inu nice. but did you encounter any problems using sync markers in this type of blendspaces?
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@techAnim_diary
Nikolay Salikhov
6 years
@cubitstudios This is great stuff. Are you using root motion for character controller? Looks very smooth
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@techAnim_diary
Nikolay Salikhov
6 years
@jo_annechovy Thank you so much) yeah, getting ready for the Spider-Man PS4)
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@techAnim_diary
Nikolay Salikhov
5 years
@LDelayen @KielFiggins Thank you @LDelayen . Would not be possible without your thorough explanation. Is there any chance we'll see this tech in a public build any time soon?
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@techAnim_diary
Nikolay Salikhov
1 month
@agvanimation It's beautiful, compadre!
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@techAnim_diary
Nikolay Salikhov
3 months
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@techAnim_diary
Nikolay Salikhov
6 years
@cutieanimls In August it'll be 2 years, since I do it professionally
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@techAnim_diary
Nikolay Salikhov
1 year
@truthdesperado @KielFiggins no, didn't use any plug-ins, just pure blueprint madness.
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@techAnim_diary
Nikolay Salikhov
6 years
@kyle_kenworthy Thanks for the cool experience, Kyle!
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@techAnim_diary
Nikolay Salikhov
5 years
@23edsa @LDelayen @KielFiggins Right. Diagonals L45 and R135
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@techAnim_diary
Nikolay Salikhov
4 years
@games_inu That would be geat. Your Wolf stuff was was very interesting and helpful. Thanks
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@techAnim_diary
Nikolay Salikhov
3 months
@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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@techAnim_diary
Nikolay Salikhov
5 years
@RodroEq @Cascadeur_phys Thank you, Rodrigo. Well, this render was done in Maya. You can apply textures in Cascadeur by selecting your mesh and hitting 'Bind Texture' button on the toolbar. You can also render your animation as a video or a sequence under Export menu.
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@techAnim_diary
Nikolay Salikhov
5 years
@Saihtamen @soyposmoderno @KielFiggins Thanks for the tip. Yeah, those correctives do not fully follow the arm joint. It's even less then 50%. I find them doing the best job when they are as stable as possible.
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@techAnim_diary
Nikolay Salikhov
6 years
@cubitstudios In that case, that is an awesome animation job. Keep it up. Looking forward to new updates!
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@techAnim_diary
Nikolay Salikhov
4 years
@games_inu well, in my case with the same blendspace setup, because of sync markers during the transitions to the sharp turn state, turn animations started playing not from the beginning, it kind of chops off a part of my turn animations. Would really love to see how you handled this
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