✅ Get the FULL course here at 80% OFF!! 🌍 unitycodemonkey.com/courseultimateoverview.php 👍 Learn how to make BETTER games FASTER by using all the Unity Tools and Features at your disposal! 💬 Let's learn how to use Unity Animation Rigging package which allows you to add dynamic logic on top of your animations. This is perfect for things like making your character look at a dynamic object (like the player or some item) Or use Two Bone IK to move the hand to grab an object. Or use the Aim constraint to make your character aim perfectly at a target. It's a very impressive package that will definitely help add tons of polish to your games and it's pretty easy to use.
It would drive me crazy every time you would say "animationriggingpackage"! However, it helped me understand the package and it is very useful. Thank you!
I guess it took a long time for you to make this. Appreciate the effort. Waiting for a course next year combing all these 3D tutorials and that 2D RPG stuff like inventory in a more guided path :)
Thank you very much, I was able to find a video of the Unity animation after I saw your kitchen project, and it was very detailed. I've been looking for other places for a long time, but I can't get started.
For anyone else who had trouble finding this package in the package manager, I had to click on the cog on the right-hand side of the package manager window. Under it, I selected Advanced Project Settings. You have to then Enable Preview Packages under the Advanced Settings of the Package Manager. At that point, Animation Rigging became available for selection in the package manager. I'm using Unity 2020.1.13f1.
That's odd, version 1.0 is a verified version. Maybe it's because you're using 2020.1? Any specific reason you're using that version? You should probably be using 2020.3 LTS
@@CodeMonkeyUnity Yeah I think that was the problem. DIdn't see any problems with the current version I was using. But I upgraded to the LTS version and Animation RIgging was no longer in preview mode.
With this package you can do quite a lot without having to create normal animations. I'm actually working on a video covering exactly that topic, how to use this to create animations without being an animator (just like I'm not)
Thanks for another great tutorial. I watched this back in the day, but finally am working on a project where hand IK constraints are very appropriate. So I've come back to watch again. Where better to learn about these things than the Code Monkey channel. 👍👍👍
13:40 I think the offset here means an EulerAngle rotation offset in degrees, hence why -50 in X means looking up, and why 1 in Y barely does anything (it just turns the head by 1 degree)
I think the most amazing thing about this is that all physics parts of this really advanced game engine is in its most basic form, simple math. It can produce amazing results but animations if you strip them down is just a TON of simple mathematical operations on top of eachother. Just a thought.
This is so Cool and Nice :D This is what i need to add to my Racing game hehe, to get a Driver to properly animate with the Steering-Wheel and live too if needed :) also to animate all other stuff wildlife etc but to also dynamic like this in animation :D btw nice background with starts is that included too?
Yup this would be perfect for steering wheel hands The skybox? It's from this pack assetstore.unity.com/packages/vfx/shaders/polyverse-skies-low-poly-skybox-shaders-104017
Really cool. Using Full IK to do something like this, but didn't know how to make myself. Any chance for a non combat Ai system video? Even using a paid asset would be awesome. Thanks for your videos!
I can see the potential of this animation rig package. Do you think it's a good idea to achive a full body first person animaton using this package? In a lot of FPS games, the player has no body mesh and often casts no shadow. If we use this package, we can just make the head follow the rotation of the camera. No more complex setup for mirror reflection and realistic shadow for the player body?😄
Excellent tutorial! It's just what I was looking for. I have only one doubt left. How can I make that the butt of the rifle does not rest in the center of the chest but rather rests on the right shoulder. Thank you.
Great guide, when i aim with avatar mask, my character is a bit looking left. I downloaded the animation from mixamo, and original animation was looking a little left, I fixed it by going animation settings and Set Root Transform Rotation to Original to fix. But when i add rig, its working like in the original looking a bit left. This is happening because of avatar mask.
Okay. Your tutorials on the third person controller and animation rigging are great. But I can't find the "Animation Avatar video" you are referring to. Is it gone or is it a part of your course?
Hey Codemonkey, I have a question about functionality. Currently I create my rig in Blender, and can do simple animations there as well. It’s nice to do, but I find the back and forth between Unity to be cumbersome, especially handling things like holding guns, and such. So my question is can you use the rigging system as an aid to animation. Like can you set up IK constraints and controllers and use those to make your own animations within Unity? For instance if I have a set of FPS hands in my game, and I set up the hand IK which controls the whole arm, and have a setup for curling each of it all the fingers, can I then proceed to posing my character with the rigging system in the editor, and then recording or keyframing those poses to make my own animations? That would be so much easier. I love Blender, but I feel like Unity should have some native functionality for that within the editor. Any insight would be greatly appreciated, Thanks
Unity isn't capable of crating humanoid animations so nope that's not possible, you really need to do it in Blender. Alternatively there are some assets that lets you make humanoid animations in Unity unitycodemonkey.com/video.php?v=bZW2IEmwOEg
@@CodeMonkeyUnity this is my other account. So I tried a few approaches. - I found with the rigging package, i could actually create animations in Unity, but it was difficult to set up subtle things like finger poses. I have to import the "animation" of holding the gun (finger position) from blender and then the Ik would do the rest. I could do it in Unity, but its much slower especially without IK controls i have in blender and Umotion. this way the gun could be moved around like an IK control and any animations would be centered around that. i find people usually pair procedural animations with this workflow as it can update the gun and hence the IK control. Also, I don't have the FPS arms as a humanoid rig, rather a generic rig. - then i got UMotion. It's really good. It's got a solid editor, rigging package and a nice ik solution. everything just gets saved to unity animation assets. it's meeting my fps animation needs for now. great asset for sure! and yeah, it does humanoid animations!
I was looking everywhere for something similar. I'm making an RPG game and I need melee combat to be more than just horizontal swinging. I really hope this method will work for me.
Hello. I am facing a really weird issue with my Two Bone IK Constraint component. In my case I am using Two Bone IK Constraint on my left hand and it works perfectly fine and my left hand correctly follows the target object's position, the problem is that whenever I shoot with my gun(I have a pistol in my scene which is attached to my right hand and my left hand is following the gun's position), So whenever I shoot, the hand's position slightly changes a bit and whenever I go to my animator component and check the apply root motion box, my hand snaps back to its intended position. Note that: whenever I check the apply root motion box through the code it doesn't work, it only works whenever I check the box through the inspector. I am not sure if it's a bug or something that I am missing. I am using generic character with generic animations, and I have my pistol shoot animation on a separate layer. Your help will be much appreciated.
at min 31. baking the constraints, what about huminoid animations for reloading a gubn magazine? because unity cant make keys for non humanoid bones. how can you bake this into a huminoid animation with gun objects?
I don't believe baking works with Humanoid animations since those animations are based on bones and not transform data, if you want to edit Humanoid animations directly inside you need a tool like UMotion unitycodemonkey.com/video.php?v=bZW2IEmwOEg
I was thinking for third person you could do something like raycasting out from the camera to the center point of the reticle and then move the animation target to the impact point to have your character aim where the reticle is pointing. There is possibly a cheaper way to do it by just having pre set target position a long way in the distance that just moves with the character but not sure if it would look as good.
For the Cabal-styled shooter I am making, I actually did something similar to this. Raycast from the camera, have player look at that collision point, and an invisible "wall" at a set distance for the areas that have no objects to raycast onto (such as a skybox). Now, no matter where my character is on the screen, if I can click on an object, I can shoot the object. Feels good.
animation rigging not working on generic character ? Am i wrong or not because in my case animation rigging on humanoid work fine instead of generic ? what should i do ???
Hi Jason i can get my finger on left hand that is holding magazine from weapon to turn. It looks like they are bended in oposit direction. I follow also on Udemy (you course) but still stuck with it. If you could help me please. Thank you
Is the Animation Rigging optimized for mobile development? Never really worked with it before, so just had concern if we can use it for mobile development, Thanks!
The system is very well optimized but naturally it does have some cost. If you have just one character with some simple rigging it will run fine, if you need to have 100 you might have issues.
the aiming thing is what ive been wondering how to do, but the IK leg thing has made me curious now, does that work with a walking animation? or would it be for some kind procedural walking thing in place of animations?
Sure, you can play around with the Weight in an animation and animate the leg going up wth the animation, and going down to hit the ground perfectly with IK
Edit, fixed. For anyone having the issue: Make sure to assign Rig1 (or whatever you've named your rig) to the AimRig variable in the inspector. I somehow missed that part. --- I've tried modifying the LookAtObject script to add if statements in regards to if the player is aiming or idleing (I want the rig enabled when aiming, disabled when idleing), but I keep getting an error that I can't quite wrap my head around. "NullReferenceException: Object reference not set to an instance of an object LookAtObjectAnimationRigging.Update" From as far as I can tell, the script was working perfectly fine in the original version presented in the video. But when I changed around some of the if statements to use StarterInputs, things stop working. Any idea why this is happening? Here's the code, with the error appearing at " if (starterAssetsInputs.aim)": using System.Collections; using System.Collections.Generic; using UnityEngine; using StarterAssets; using UnityEngine.InputSystem; using UnityEngine.Animations.Rigging; public class LookAtObjectAnimationRigging : MonoBehaviour { private StarterAssetsInputs starterAssetsInputs; private Rig rig; private float targetWeight; private void Awake() { rig = GetComponent(); } private void Update() { rig.weight = Mathf.Lerp(rig.weight, targetWeight, Time.deltaTime * 10f); if (starterAssetsInputs.aim) { targetWeight = 1f; } else { targetWeight = 0f; } } }
Get acquainted with Photon, easiest shit I've seen in years, already making a second multiplayer game using it, super easy API and clear doc Very responsive support It's working damn good, I'm making a WWII FPS and it's been a smooth ride so far Forget about Unity and their multiplayer, been years in the work still nothing out, Photon is great
Boa tarde, gostei muito do seu conteúdo, infelizmente não falo seu idioma. Porem você venderia esse projeto que esta no vídeo ? assim posso ir testando ele e vendo por conta própria de como ele funciona. compreensão
Qual projecto? A character e idle animation é um free download do Mixamo unitycodemonkey.com/video.php?v=c4jtyDA7vcs O Animation Rigging faz parte do Unity, não é nada extra
I got the error The type name 'Rigging' does not exist in the type 'Animations' But I'm using an Assembly Definition Fixed it by adding Unity.Animation.Rigging to my Assembly Definition Resources Hope this helps!
@@CodeMonkeyUnity I think that error occurs since you do not use visual studio as default IDE, (I used an editor instead), I couldnt solve the issue and made a new project with all default, now its working well there, thank you for the answer.
i have a question, how can i make for example the scorpion sting something and that object stay with the scorpion? what i want is to make a ship dock with other ship
There is a Parent constraint, you could use that to force another object to be positioned in the IK target. Or just change the regular transform.parent
Hey great explanation, but I have been facing a problem and couldn't find how to fix it, I downloaded a asset pack from asset store I wanted its animations of the character but the animation doesn't work on my character but it works for the character provided I tried to change the rigging to "Copy from avatar" and providing my characters but it still doesn't work any thoughts as to how I can fix this?
Hey brother, I have a question about the synty model. I tried to replace the standardasset playerarmature with a synty and soon as I push play, the synty collapses into a pile on the ground. How do you replace the armature with a synty character? I thought I did it, correctly.
✅ Get the FULL course here at 80% OFF!! 🌍 unitycodemonkey.com/courseultimateoverview.php
👍 Learn how to make BETTER games FASTER by using all the Unity Tools and Features at your disposal!
💬 Let's learn how to use Unity Animation Rigging package which allows you to add dynamic logic on top of your animations.
This is perfect for things like making your character look at a dynamic object (like the player or some item)
Or use Two Bone IK to move the hand to grab an object.
Or use the Aim constraint to make your character aim perfectly at a target.
It's a very impressive package that will definitely help add tons of polish to your games and it's pretty easy to use.
Thanks for the video! The offset is given as rotation, so the x, y and z are in degrees.
Oh is that what it is? Now that makes sense! Thanks for letting me know!
@@CodeMonkeyUnityhelp me i am using unity 2019.2.7f2 i can’t find the package “animation rigging” link for the store or web site to download package?
It would drive me crazy every time you would say "animationriggingpackage"! However, it helped me understand the package and it is very useful. Thank you!
I guess it took a long time for you to make this. Appreciate the effort. Waiting for a course next year combing all these 3D tutorials and that 2D RPG stuff like inventory in a more guided path :)
At last 😍😍😍 I was waiting for this. Thank you so much sir ❤️❤️
Thank you very much, I was able to find a video of the Unity animation after I saw your kitchen project, and it was very detailed. I've been looking for other places for a long time, but I can't get started.
This is really well documented. Took some random placeholder model and it looks to the position of the target object. Thanks!
Great and comprehensive tutorial! (As always)
Been waiting for this thank you
perfect video, i didn;t expect so much and so easy info when i tried to watch it
For anyone else who had trouble finding this package in the package manager, I had to click on the cog on the right-hand side of the package manager window. Under it, I selected Advanced Project Settings. You have to then Enable Preview Packages under the Advanced Settings of the Package Manager. At that point, Animation Rigging became available for selection in the package manager. I'm using Unity 2020.1.13f1.
That's odd, version 1.0 is a verified version. Maybe it's because you're using 2020.1? Any specific reason you're using that version? You should probably be using 2020.3 LTS
@@CodeMonkeyUnity Yeah I think that was the problem. DIdn't see any problems with the current version I was using. But I upgraded to the LTS version and Animation RIgging was no longer in preview mode.
as always, v grateful. such a powerful package, and fun too.
Really wish I had a proper animator on my team.
With this package you can do quite a lot without having to create normal animations. I'm actually working on a video covering exactly that topic, how to use this to create animations without being an animator (just like I'm not)
Mixamo!
@@Mikelica69 Yup Mixamo is also excellent!
I can't find any Tutorial on how to attach gun to player's hand and aim when right mouse button is pressed @@CodeMonkeyUnity
@@sejangamer You can just use animation blending and some Unity magic along with this package
Thanks for another great tutorial. I watched this back in the day, but finally am working on a project where hand IK constraints are very appropriate. So I've come back to watch again. Where better to learn about these things than the Code Monkey channel. 👍👍👍
Heh that's awesome! I'm glad the video helped you, best of luck with that project!
13:40 I think the offset here means an EulerAngle rotation offset in degrees, hence why -50 in X means looking up, and why 1 in Y barely does anything (it just turns the head by 1 degree)
Such powerful beautiful package.
🎉Finally🎉 a good tutorial on animation rigging... thanks☺️☺️ a lot buddy....love from India 🇮🇳🇮🇳
Thanks! I've been wanting this since the UE5 trailers. I knew it was possible in unity but don't know exactly how.
I think the most amazing thing about this is that all physics parts of this really advanced game engine is in its most basic form, simple math. It can produce amazing results but animations if you strip them down is just a TON of simple mathematical operations on top of eachother. Just a thought.
Brilliantly explained
I love you bro. You saved me 😭♥️
13:13 I think the reason its behaving that way is because the offset is the rotation of the constrained object, not the position of the target.
Someone mentioned in another comment that the values in that vector are actually eulerAngles and I think that's the reason
Just bought your course , thanks !
I hope you like it! Thanks!
Great, thanks. Now it remains to understand how to control the camera.
The third person shooter is made just using cinemachine following a virtual point th-cam.com/video/FbM4CkqtOuA/w-d-xo.html
Awesome! Finally you created it
This is so Cool and Nice :D
This is what i need to add to my Racing game hehe, to get a Driver to properly animate with the Steering-Wheel and live too if needed :)
also to animate all other stuff wildlife etc but to also dynamic like this in animation :D
btw nice background with starts is that included too?
Yup this would be perfect for steering wheel hands
The skybox? It's from this pack assetstore.unity.com/packages/vfx/shaders/polyverse-skies-low-poly-skybox-shaders-104017
@@CodeMonkeyUnity nice Thank you :)
Finally the biggest problem solved. Thank you
"A normal human head usually cannot rotate 180 degree", the word usually cracked me up 🤣. Good video btw
Awesome tutorials - just what I was looking for. I purchased the full course via Udemy!
I hope you like it! Thanks!
Omg I'm very early and this looks very helpful
Really cool. Using Full IK to do something like this, but didn't know how to make myself.
Any chance for a non combat Ai system video? Even using a paid asset would be awesome.
Thanks for your videos!
What do you mean by non-combat AI? I've long thought about making a mini-game like The Sims to explore some AI, is that what you mean?
@@CodeMonkeyUnity Exactly what I mean. Just watched a GDC youtube where a programmer for the SIms 4 talks about the AI system.
the video that i needed, tysm!
Thank You sir for this amazing tut
Cheers for this, it was super helpful! :)
To get it to work, I had to play with the "World Up Type" field of the "Multi Aim Constraint" component
I can see the potential of this animation rig package. Do you think it's a good idea to achive a full body first person animaton using this package? In a lot of FPS games, the player has no body mesh and often casts no shadow. If we use this package, we can just make the head follow the rotation of the camera. No more complex setup for mirror reflection and realistic shadow for the player body?😄
Nais...
Try Feet placement for next topic...
Yup I'm planning a video on that topic, it's really just using this package combined with a simple raycast
Brilliant lecture - thank you
Thanks for releasing this literaly a day after I finally learned this myself XD
Super useful video!! Thanks agiain Code Monkey, i needed this tutorial so hard :D!!
Love animation rigging
you are the next Brackey
Need to learn new stuff, find an official video on it.... Then remember Code Monkey explains it way better. Thanks for all your content.
I'm glad you like the videos! Thanks!
Köszönjük!
Thanks for the super thanks!
Great video and great tool
🙏 thank you for making this!
Cool!This tutorial is so helpful!
Transform 'Gun' not found in HumanDescription. when added the gun inside the character object
Excellent tutorial! It's just what I was looking for. I have only one doubt left. How can I make that the butt of the rifle does not rest in the center of the chest but rather rests on the right shoulder. Thank you.
Great guide, when i aim with avatar mask, my character is a bit looking left. I downloaded the animation from mixamo, and original animation was looking a little left, I fixed it by going animation settings and Set Root Transform Rotation to Original to fix. But when i add rig, its working like in the original looking a bit left. This is happening because of avatar mask.
when using different animation for top and bottom part of the body, using animation layers, it does not quite look right.
Okay. Your tutorials on the third person controller and animation rigging are great. But I can't find the "Animation Avatar video" you are referring to. Is it gone or is it a part of your course?
Yup that one is part of the course, it's not an exciting topic so it wouldn't do well as a standard TH-cam video
hi i keep getting this error "the transform stream handle cannot be resolved" even though i followed the tutorial
Hey monke, any plans to cover how to use dottween?
Reject humanity...
Yeah thats one of the best assets on the store so I definitely want to do a review on it, maybe I'll make it during the new year sale, not sure
How about aiming the character himself foot?
Hey Codemonkey,
I have a question about functionality. Currently I create my rig in Blender, and can do simple animations there as well. It’s nice to do, but I find the back and forth between Unity to be cumbersome, especially handling things like holding guns, and such.
So my question is can you use the rigging system as an aid to animation. Like can you set up IK constraints and controllers and use those to make your own animations within Unity? For instance if I have a set of FPS hands in my game, and I set up the hand IK which controls the whole arm, and have a setup for curling each of it all the fingers, can I then proceed to posing my character with the rigging system in the editor, and then recording or keyframing those poses to make my own animations? That would be so much easier. I love Blender, but I feel like Unity should have some native functionality for that within the editor.
Any insight would be greatly appreciated,
Thanks
Unity isn't capable of crating humanoid animations so nope that's not possible, you really need to do it in Blender. Alternatively there are some assets that lets you make humanoid animations in Unity unitycodemonkey.com/video.php?v=bZW2IEmwOEg
@@CodeMonkeyUnity It doesn’t need to be a humanoid animation. It’s just a pair of arms. Do you think I could find a work around?
@@CodeMonkeyUnity this is my other account. So I tried a few approaches.
- I found with the rigging package, i could actually create animations in Unity, but it was difficult to set up subtle things like finger poses. I have to import the "animation" of holding the gun (finger position) from blender and then the Ik would do the rest. I could do it in Unity, but its much slower especially without IK controls i have in blender and Umotion. this way the gun could be moved around like an IK control and any animations would be centered around that. i find people usually pair procedural animations with this workflow as it can update the gun and hence the IK control. Also, I don't have the FPS arms as a humanoid rig, rather a generic rig.
- then i got UMotion. It's really good. It's got a solid editor, rigging package and a nice ik solution. everything just gets saved to unity animation assets. it's meeting my fps animation needs for now. great asset for sure! and yeah, it does humanoid animations!
How about the left hand thumb?
I was looking everywhere for something similar. I'm making an RPG game and I need melee combat to be more than just horizontal swinging. I really hope this method will work for me.
Truth is, the animation was rigged from the start
Hello. I am facing a really weird issue with my Two Bone IK Constraint component. In my case I am using Two Bone IK Constraint on my left hand and it works perfectly fine and my left hand correctly follows the target object's position, the problem is that whenever I shoot with my gun(I have a pistol in my scene which is attached to my right hand and my left hand is following the gun's position), So whenever I shoot, the hand's position slightly changes a bit and whenever I go to my animator component and check the apply root motion box, my hand snaps back to its intended position. Note that: whenever I check the apply root motion box through the code it doesn't work, it only works whenever I check the box through the inspector. I am not sure if it's a bug or something that I am missing. I am using generic character with generic animations, and I have my pistol shoot animation on a separate layer. Your help will be much appreciated.
Hey, Im a regular viewer and love your content.
I just wanna ask why do you use light theme in your code editor?😅
Because dark mode burns my eyes, I can't look at it for more than 10 seconds
Most usefull video. Thanks
Awesome video!! One question, is this something like procedural animation??
Sure you could use IK and dynamically move the Legs to make it fully procedural
@@CodeMonkeyUnity thank you so much!!
Great video. Thanks!
at min 31. baking the constraints, what about huminoid animations for reloading a gubn magazine? because unity cant make keys for non humanoid bones. how can you bake this into a huminoid animation with gun objects?
I don't believe baking works with Humanoid animations since those animations are based on bones and not transform data, if you want to edit Humanoid animations directly inside you need a tool like UMotion unitycodemonkey.com/video.php?v=bZW2IEmwOEg
how do I move the hips? I can move the hips, but it moves everything else with it, the legs go straight, instead of bending down as if hes crowching
does your course over the new shadergraph as its quite different these days?
I was thinking for third person you could do something like raycasting out from the camera to the center point of the reticle and then move the animation target to the impact point to have your character aim where the reticle is pointing. There is possibly a cheaper way to do it by just having pre set target position a long way in the distance that just moves with the character but not sure if it would look as good.
For the Cabal-styled shooter I am making, I actually did something similar to this. Raycast from the camera, have player look at that collision point, and an invisible "wall" at a set distance for the areas that have no objects to raycast onto (such as a skybox). Now, no matter where my character is on the screen, if I can click on an object, I can shoot the object. Feels good.
@@ProperDev nice!
animation rigging not working on generic character ?
Am i wrong or not
because in my case animation rigging on humanoid work fine instead of generic ?
what should i do ???
Note: the rig builder component must be on the same gameobject that you have your animator on, otherwise it will give you very strange results
Just a guess, but maybe the offset is not in units, but in degrees? It looked like it.
Yeah someone else pointed that out and I think that's it!
Awesome!
why my character ´s spine rotates etra when i connect it to the target? thx if you could help me.
The course you have mentioned at 16:34,what was it,I really need it.
It's a lecture from my ultimate unity overview course unitycodemonkey.com/courses.php?c=ultimateoverview
Hi Jason i can get my finger on left hand that is holding magazine from weapon to turn. It looks like they are bended in oposit direction. I follow also on Udemy (you course) but still stuck with it. If you could help me please. Thank you
How do you change the target (source objects) in runtime?
I don't think you can change the object itself, you would just move it to wherever you want it to be
You're the best
thank you so much !!!!!
Do you have to install Burst package for use this one ?
Is the Animation Rigging optimized for mobile development? Never really worked with it before, so just had concern if we can use it for mobile development, Thanks!
The system is very well optimized but naturally it does have some cost. If you have just one character with some simple rigging it will run fine, if you need to have 100 you might have issues.
Definitely not hundred but, yeah it would have only one character. Thanks for responding, and great video🙌🍻 @@CodeMonkeyUnity
cool, but how can i make my animations still play?
Great
the aiming thing is what ive been wondering how to do, but the IK leg thing has made me curious now, does that work with a walking animation? or would it be for some kind procedural walking thing in place of animations?
Sure, you can play around with the Weight in an animation and animate the leg going up wth the animation, and going down to hit the ground perfectly with IK
Edit, fixed. For anyone having the issue: Make sure to assign Rig1 (or whatever you've named your rig) to the AimRig variable in the inspector. I somehow missed that part.
---
I've tried modifying the LookAtObject script to add if statements in regards to if the player is aiming or idleing (I want the rig enabled when aiming, disabled when idleing), but I keep getting an error that I can't quite wrap my head around.
"NullReferenceException: Object reference not set to an instance of an object
LookAtObjectAnimationRigging.Update"
From as far as I can tell, the script was working perfectly fine in the original version presented in the video. But when I changed around some of the if statements to use StarterInputs, things stop working. Any idea why this is happening? Here's the code, with the error appearing at " if (starterAssetsInputs.aim)":
using System.Collections;
using System.Collections.Generic;
using UnityEngine;
using StarterAssets;
using UnityEngine.InputSystem;
using UnityEngine.Animations.Rigging;
public class LookAtObjectAnimationRigging : MonoBehaviour
{
private StarterAssetsInputs starterAssetsInputs;
private Rig rig;
private float targetWeight;
private void Awake()
{
rig = GetComponent();
}
private void Update()
{
rig.weight = Mathf.Lerp(rig.weight, targetWeight, Time.deltaTime * 10f);
if (starterAssetsInputs.aim)
{
targetWeight = 1f;
}
else
{
targetWeight = 0f;
}
}
}
Any videos for using the Unity multiplayer features ?
It's still in preview but yes whenever the full release happens I'll do a video on it
@@CodeMonkeyUnity i think it is still in a good stage. maybe you can already start
Get acquainted with Photon, easiest shit I've seen in years, already making a second multiplayer game using it, super easy API and clear doc
Very responsive support
It's working damn good, I'm making a WWII FPS and it's been a smooth ride so far
Forget about Unity and their multiplayer, been years in the work still nothing out, Photon is great
How would you constrain the butt of the gun to be against his shoulder? (instead of clipping though his face and beard like you show here?)
You could change the pivot of the gun to be on the butt and it would rotate from there
How to add animation tab for preview? How did you connect rigging with the animations at 10:31?
Go to Window > Animation > Animation
that's ingesting ngl
Does animation rigging aiminig movement etc. Works with netcode for gameobjects? Can you please answer
Yes, the rigging parameters are just floats or Vector3s which you can easily synchronize
Do you know why i can't change the hips position with TwoBoneIKConstraint? Only the rotation works.
same issue do you have ever find a fix to it?
Boa tarde, gostei muito do seu conteúdo, infelizmente não falo seu idioma. Porem você venderia esse projeto que esta no vídeo ? assim posso ir testando ele e vendo por conta própria de como ele funciona.
compreensão
Qual projecto? A character e idle animation é um free download do Mixamo unitycodemonkey.com/video.php?v=c4jtyDA7vcs
O Animation Rigging faz parte do Unity, não é nada extra
hello codeMonkey, I have a problem, when I apply an ik to the right hand, it move very quickly and then crash and the ik and aim ik doesn't work
i wish this Animation Rigging has Reactive IK for floor and other objects. right now Final ik does it better but its not free
Seu curso parece sensacional muito bom ,o problema e que em Reais(Brl) e fogo kkkkkkkkk
Infelizmente acho que o Teachable não suporta regional pricing, pelo menos não encontro forma de fazer
I got the error
The type name 'Rigging' does not exist in the type 'Animations'
But I'm using an Assembly Definition
Fixed it by adding Unity.Animation.Rigging to my Assembly Definition Resources
Hope this helps!
where is it and how to add it
Having error The type or namespace name 'Rigging' does not exist in the namespace 'UnityEngine.Animations' (are you missing an assembly reference?)
Did you import the animation rigging package?
Maybe they changed the namespace name in a recent version
@@CodeMonkeyUnity I think that error occurs since you do not use visual studio as default IDE, (I used an editor instead), I couldnt solve the issue and made a new project with all default, now its working well there, thank you for the answer.
i have a question, how can i make for example the scorpion sting something and that object stay with the scorpion?
what i want is to make a ship dock with other ship
There is a Parent constraint, you could use that to force another object to be positioned in the IK target. Or just change the regular transform.parent
Very good
Hey great explanation, but I have been facing a problem and couldn't find how to fix it, I downloaded a asset pack from asset store I wanted its animations of the character but the animation doesn't work on my character but it works for the character provided I tried to change the rigging to "Copy from avatar" and providing my characters but it still doesn't work any thoughts as to how I can fix this?
Maybe check the avatar and see if all the body parts are correctly assigned.
Hey brother, I have a question about the synty model. I tried to replace the standardasset playerarmature with a synty and soon as I push play, the synty collapses into a pile on the ground. How do you replace the armature with a synty character? I thought I did it, correctly.
Sounds like you added a Ragdoll to the model? If so you should only enable the ragdoll when you actually want the character to crumble