Been looking for days, you are basicly the only one on YT who covered how to do triggers and stuff for animator in Visual Scripting, thank you so much.
Is there anyway you could do something like this for a humanoid gameobject? Im racking my brain trying to translate this to my player character animations lol
Hey! I know this has nothing to do with the video, but how did you make the camera follow on the third-person controller so smooth, I've looked up many ways, but none of them seems to work well. Could you explain it, or maybe do a video on it?
I'm not sure it's the best way any more, I think using Cinemachine is a better choice, but there is a "multipurpose camera rig" prefab in the old unity standard assets - which I think should still be available on the asset store. If you can't find that I'd point you towards a Brackeys video on Cinemachine (it's on my list to make my own, just haven't got that far yet). Here's a link to the standard assests: assetstore.unity.com/packages/essentials/asset-packs/standard-assets-for-unity-2018-4-32351
I don't know if you'll see this but thanks to this tutorial I could animate my door. However how can I get it to animate the door once I leave the collider box?
Dear One Wheel Studio, Using this animation trigger in bolt, how would you make an enemy do 2 attack animations with 2 flow macros installed on the character with 2 different animations, an attack punch animation, and the other animation would be a attack kick animation. Also there are 2 box colliders attached to the character, each box collider is larger than the other so when the player triggers 1 box collider the kick animation happens, and when the player passes through the 2nd box collide the punch animation happens. I am having problems getting the enemy to do both attack animations when the player passes through both box colliders, how would you connect the animations in the animator controller to be able to do this? Should I just attach another C# Visual Studio script attack trigger for a second attack animation for a enemy character?
Hmm. I'm not sure I fully understand the issue, but to combine or play two animations you might look into layers and avatar masks. If the issue is just triggering those animations, I would suggest attaching flow machines to each object along with a rigidbody that is set to "iskinematic" so that object/flow machine can intercept the event. Truthfully, I have done very little with complicated animation and code - it's actually something I actively avoid when designing or planning a game ;)
@@OneWheelStudio I did it!🥳🥳🥳🥳. So my enemy walks, attacks with its animation 1, then transitions to walk again, then attacks with its and animation, then transitions to walk again, then repeates. Thanks for your help🙋♂️🏝🏝🏝🌠🌠🌠
Great video👍👍😁😁🥇🏆, where can I find TH-cam tutorials for making a 3D boss move with Bolt Visual Scripting, and also do other complex movements like run, jump, dive, throw, and do somersaults. I would use animations from Mixamo also to do these complex things for my boss character.
I'm not sure you'll find a video on that particular topic using Bolt - I'm not aware of one. Your best option is probably to find some C# based videos and translate.
To stop an animation you usually need to transition to another state or animation. You can create an empty state that has no animation. Then just trigger the transition when you want the animation to stop.
Thanks so much! Now if only I can figure out how to make a button command happen only within the collider I'm SET 🤣 I'm so bad at this. But hey my assets are pretty 😅
It just takes time. Lots of time. Just like learning to make decent art! Not quite sure what you mean by "make a button command happen only within the collider?" Are you trying to trigger the same event with a button and a collision?
I'm not sure what didn't work. Did you get an error? Units turn red? I would check that you are providing a reference to the correct animator and that you spelled the trigger name EXACTLY right spaces or capatialization can prevent things from working.
Been looking for days, you are basicly the only one on YT who covered how to do triggers and stuff for animator in Visual Scripting, thank you so much.
I’m glad this old content is still useful!!
thank you so much!! finding bolt tutorials is insanely hard for some reason
thank you, you helped me very much
Thank you so much for this! So helpful!
Thank you for sharing this video!
Is there anyway you could do something like this for a humanoid gameobject? Im racking my brain trying to translate this to my player character animations lol
Hey! I know this has nothing to do with the video, but how did you make the camera follow on the third-person controller so smooth, I've looked up many ways, but none of them seems to work well. Could you explain it, or maybe do a video on it?
I'm not sure it's the best way any more, I think using Cinemachine is a better choice, but there is a "multipurpose camera rig" prefab in the old unity standard assets - which I think should still be available on the asset store. If you can't find that I'd point you towards a Brackeys video on Cinemachine (it's on my list to make my own, just haven't got that far yet).
Here's a link to the standard assests: assetstore.unity.com/packages/essentials/asset-packs/standard-assets-for-unity-2018-4-32351
Thank you very much, I'll definitely check them out
thank you
IM SUBING JUST FOR THIS ONE .......
I don't know if you'll see this but thanks to this tutorial I could animate my door. However how can I get it to animate the door once I leave the collider box?
You should be able to either play the animation in reverse (or create a new one) that is triggered by OnTriggerExit.
Dear One Wheel Studio,
Using this animation trigger in bolt, how would you make an enemy do 2 attack animations with 2 flow macros installed on the character with 2 different animations, an attack punch animation, and the other animation would be a attack kick animation.
Also there are 2 box colliders attached to the character, each box collider is larger than the other so when the player triggers 1 box collider the kick animation happens, and when the player passes through the 2nd box collide the punch animation happens.
I am having problems getting the enemy to do both attack animations when the player passes through both box colliders, how would you connect the animations in the animator controller to be able to do this? Should I just attach another C# Visual Studio script attack trigger for a second attack animation for a enemy character?
Hmm. I'm not sure I fully understand the issue, but to combine or play two animations you might look into layers and avatar masks.
If the issue is just triggering those animations, I would suggest attaching flow machines to each object along with a rigidbody that is set to "iskinematic" so that object/flow machine can intercept the event. Truthfully, I have done very little with complicated animation and code - it's actually something I actively avoid when designing or planning a game ;)
@@OneWheelStudio I did it!🥳🥳🥳🥳.
So my enemy walks, attacks with its animation 1, then transitions to walk again, then attacks with its and animation, then transitions to walk again, then repeates.
Thanks for your help🙋♂️🏝🏝🏝🌠🌠🌠
I made my animation happen with this code thank you.😁😁😁😁😁😁🚀🚀🚀🚀🚀🚀🚀🎉🎉✨✨✨
Great video👍👍😁😁🥇🏆, where can I find TH-cam tutorials for making a 3D boss move with Bolt Visual Scripting, and also do other complex movements like run, jump, dive, throw, and do somersaults. I would use animations from Mixamo also to do these complex things for my boss character.
I'm not sure you'll find a video on that particular topic using Bolt - I'm not aware of one. Your best option is probably to find some C# based videos and translate.
@@OneWheelStudio Excellent thank you ill look into it.
how to stop the animation
To stop an animation you usually need to transition to another state or animation. You can create an empty state that has no animation. Then just trigger the transition when you want the animation to stop.
The other way, I think, would be to turn off the animator component.
Where did you get the windmill?
There's a link in the description.
very good tut! but could be more short better
Nice one ... its all about the animation truss me
Thanks so much! Now if only I can figure out how to make a button command happen only within the collider I'm SET 🤣
I'm so bad at this. But hey my assets are pretty 😅
It just takes time. Lots of time. Just like learning to make decent art!
Not quite sure what you mean by "make a button command happen only within the collider?" Are you trying to trigger the same event with a button and a collision?
did not work
I'm not sure what didn't work. Did you get an error? Units turn red? I would check that you are providing a reference to the correct animator and that you spelled the trigger name EXACTLY right spaces or capatialization can prevent things from working.