For those asking about reload animations, if you want it to look professional you will most likely have to: 1) Create the animation in blender/unity (don't do it in unity), or just buy one / download one. 2) When its time to do the animation, disable the IK, then let the animation play 3) Re-enable it after the animation. Maybe you would want to use a game object to store where you animation starts so you can smoothly transition the gun position at the start. Personally I would just move the gun off screen or something because I hate working with animations.
Thank you so much for these simple tutorials! They're not trying to be super complex and offer some great, practical solutions. I remember googling around for a "vaulting" system a few months ago, something similar to Dishonored, and your video *with* the Dishonored knife popped up -- exactly what I was looking for.
For anyone who is facing a problem where their meshes are flickering or not visible at different angles, the solution is to enable Update when offscreen on the skinnedmeshrenderer. That is the only thing that's actually done it for me
If you're having the issue where your hands will flicker, its because the hands are WAY too close to the camera, so it disables the model at certain angles. Move either the hands model or the camera in order to prevent this.
thank you ! its a good tutorial but can you make a tutorial about creating reloads animations with that technique here that is flexible for individual guns?
Thanks for the great Tutorial, I have a question, is it possible to get the script which let the gun move if you walk and the advanced Recoil Script? Would be great
Hi, 2 questions. 1- I have a fps fbx with animations, to place all the animations on one timeline is this correct? I go to hiacrcy and right click the animation object and say set action then click the action I want , then I add them to the nla, then I go to edit and bake. 2- when I export the entire mesh and animations to fbx and bring it into other software it seems mesh is low poly now. How to fix this? FYI the original mesh is not low poly
what if I have animations already made for the gun and model. is there any way to connect the gun to the bone only as a socket. I haven't used unity before so every little operation is a damn plugin in the engine. even godot comes with a shader editor. in unity you gotta add everything as a damn package XD. How do you attach a gun or weapon specifically to a bone so when animation is played (pre existing animation) the item stays connected to the bone rather than making a custom animation for the grip.
I have been struggling myself on a specific issue. I have been trying to develop a multiplayer survival fps game and the thing is i am not too sure on how to animate the item holding animations, i want to make only one global animation from maybe the player model so that the item that will be instantiated in the hands will have the same positions on all clients. Or maybe should i make different animations on local and remote players. Any suggestions?
I would do completely seperate animations and models for the player vs opponents. Each client renders perfectly looking FPS rigs and animations that look right in FP. The opponents are then rendered with rigs and animations that look perfect in TP. Viola, no need to adjust anything to make it work in both views.
I'm new to blender. When I try to set the geometry to the origin in Blender, the skeleton separates from the mesh and moves above it. How can I fix this? Thanks
Hello, I have a question: in multiplayer, should player have separate hands object or should it just be a character with all rigs and multi aim constraint components? Because i've set up character gun holding using just inversed kinematics and its working ALMOST fine, but I am thinking about hands solution because as i said it is not perfectly fine
The animation looks off because you set the shoulder as the root, for the two bones ik constraint. This should instead be set to upper arm or "righArm" in your case. It makes the animations look way better with no need to adjust shoulder width etc...
ive been wrestling with adding animations from blender to unity. unitys import method is dog shit, lining up guns to the hand and not have anything clip is a nightmare. now i can see i can do it all inside unity i can seriously relax!
For those asking about reload animations, if you want it to look professional you will most likely have to:
1) Create the animation in blender/unity (don't do it in unity), or just buy one / download one.
2) When its time to do the animation, disable the IK, then let the animation play
3) Re-enable it after the animation.
Maybe you would want to use a game object to store where you animation starts so you can smoothly transition the gun position at the start.
Personally I would just move the gun off screen or something because I hate working with animations.
i been thinking of importing the weapon and the arms separately and merge them both in the animations
the knife part was so random at the end, but it was actually the information i was searching for xd
Thank you so much for these simple tutorials! They're not trying to be super complex and offer some great, practical solutions. I remember googling around for a "vaulting" system a few months ago, something similar to Dishonored, and your video *with* the Dishonored knife popped up -- exactly what I was looking for.
A tutorial on how to set it up with multiple items would be awesome!
Items? You mean mesh parts like armour?
For anyone who is facing a problem where their meshes are flickering or not visible at different angles, the solution is to enable Update when offscreen on the skinnedmeshrenderer. That is the only thing that's actually done it for me
YOU ARE THE FUCKING BEST
tysm
how did you even find that solution
thanks
Yes that's fix it but it's not a permanent fix it's a hack fix you want you figure out why it's happening and solve it that way, you'll thank me later
this man is the best, how to steal, how to create, how to do. GJ. ILV
If you're having the issue where your hands will flicker, its because the hands are WAY too close to the camera, so it disables the model at certain angles. Move either the hands model or the camera in order to prevent this.
I named my left rig layer RigLayerLight in honor of this tutorial
Amazing guide bro, ive been working around this for a while and this is the perfect way in
8:50 this was possibly the funniest thing ive seen in a tutorial
Before 6 months I saw it and it made me laugh I back now laugh again😂😂
love your teaching style man. by far my favorite. hope to see more from you !
Apreciate u bro, this vid really helped dawg Keep posting bro
Tried to use IK in the past but only now, due to your tutorial, have I gotten the structure right.
Very easy to understand I love this tutorial continue to make more tutorials ❤️
Some of the best tutorials out there!
What an amazing tutorial, love your style and explanations man!
Great tutorial, keep creating videos, they are very helpful ❤
where did you go 😥
Very helpful! Keep it up with these great tutorials!
thanks it was quite a mystery on how we had hands visible
U Can Solve the Hand elbow issue by assign hinge transform and positioning that 😊
I'm working on something similar, but I want to work on an item that can be picked up and dropped off, I don't know how to do that, can you help me?
you video is so good bro continue like that !
thank you ! its a good tutorial but can you make a tutorial about creating reloads animations with that technique here that is flexible for individual guns?
Thanks for the great Tutorial, I have a question, is it possible to get the script which let the gun move if you walk and the advanced Recoil Script? Would be great
Yeah here is the video: th-cam.com/video/IxPYm3MIDvY/w-d-xo.html
@@jondevtutorials4787 Ok thank you. Do you have the tutorial from the Advanced Recoil Script too?
Hi, 2 questions. 1- I have a fps fbx with animations, to place all the animations on one timeline is this correct? I go to hiacrcy and right click the animation object and say set action then click the action I want , then I add them to the nla, then I go to edit and bake. 2- when I export the entire mesh and animations to fbx and bring it into other software it seems mesh is low poly now. How to fix this? FYI the original mesh is not low poly
but, how to animating reload per individually weapon? especially how hand grab magazine while animation reload play
what if I have animations already made for the gun and model. is there any way to connect the gun to the bone only as a socket. I haven't used unity before so every little operation is a damn plugin in the engine. even godot comes with a shader editor. in unity you gotta add everything as a damn package XD. How do you attach a gun or weapon specifically to a bone so when animation is played (pre existing animation) the item stays connected to the bone rather than making a custom animation for the grip.
how do you turn the wrist though? I see you rotating the pistol grip but that doesn't turn the wrist so the thumb is facing up towards the sky.
I just want arms do I just do the same thing and not set up the gun?
Yeah pretty much, instead of the gun use the hand.
Thanks for taking the time to share
I have been struggling myself on a specific issue. I have been trying to develop a multiplayer survival fps game and the thing is i am not too sure on how to animate the item holding animations, i want to make only one global animation from maybe the player model so that the item that will be instantiated in the hands will have the same positions on all clients. Or maybe should i make different animations on local and remote players. Any suggestions?
I would do completely seperate animations and models for the player vs opponents.
Each client renders perfectly looking FPS rigs and animations that look right in FP.
The opponents are then rendered with rigs and animations that look perfect in TP.
Viola, no need to adjust anything to make it work in both views.
8:45 Caught Me Off Guard.
could you show how you programmed your gun
Hello, thx for it tuto but I have a question. How we can do if my game is a multyplayer game. Other pepole will see juste my arm. How can i fix this
I'm new to blender. When I try to set the geometry to the origin in Blender, the skeleton separates from the mesh and moves above it. How can I fix this? Thanks
same
Hi, is it still ok to leave the bones? Instead of deleting. Does it cause more resources in Unity having un used bones?
Hello, I have a question: in multiplayer, should player have separate hands object or should it just be a character with all rigs and multi aim constraint components? Because i've set up character gun holding using just inversed kinematics and its working ALMOST fine, but I am thinking about hands solution because as i said it is not perfectly fine
The best way is to have separate models this way you can also view things better from both sides.
What if you have more than one gun? Do you have to use the arms on each gun individually?
cheang the target and the animation idle
Life saver thank you
How do i use this with reload animation
I'm having an issure where if I look at specific angles my hands dissapear, do you have a solution for that?
I had the same issue. I changed the near clipping plane in my camera to a smaller amount. This fixed it
@@n.l5969 i tried that but they still glitch out sometimes anymore fixes
When reloading the gun how would we animate fingers, can more layers be set up for the finger joints?
Same issue
I didn't find any solution
Just add a script that uses unity events then make that unity event trigger an animation on the left hand
Thank you so much I searched a lot
"RigLayerLight" is crazy
Bring us more videos why you left
Unfortunately I found a job, I do have something in the works now though.
@@jondevtutorials4787 sad you stopped making videos 🥲
Man, this is usefull as f, thank u so much
How would I make this work with multiple weapons? Would I need to re write all my code for weapon switching?
have you find a solution ?
@@julienaye8699 I stepped away from it for a couple months but my idea was to play animations then deactivate the weapon in the animation
absolute genius
The animation looks off because you set the shoulder as the root, for the two bones ik constraint. This should instead be set to upper arm or "righArm" in your case. It makes the animations look way better with no need to adjust shoulder width etc...
pls pin
if u don't know how to add the animation tab near project and console just go to 3 dots in this line and go to add tab and click animation
Omg thx
bruh
What do you do if you have multiple weapons?
you make a script that switches the target to the current selected weapon
Bro please make fps full tutorial
Great video
ive been wrestling with adding animations from blender to unity.
unitys import method is dog shit, lining up guns to the hand and not have anything clip is a nightmare.
now i can see i can do it all inside unity i can seriously relax!
Thankss!!! very useful
Thanks for help
Thanks :)
now do legs please?
Thanks bro :D
BRO THANKS
i found rigging pretty hard asoon as i wached this vid
You might as well just've gotten animations all done right off the bat in Mexico at the start.. Vid done at 6 min
he moves through the scene only with the mouse, without W/s/A/D or arrows💀💀💀💀
Thats a thing🤯
Thanks
gracias 🥵🥵
more
10:03
why this guy cant help us
easy
FIRST