Jason, this is Unity gold, people should realise how much knowledge you give away. Your 20 minute tutorial is better than most in it's simplicity and scope. You should remind yourself once in a while that you've changed people's lives with the tutorial content you produce.
Please, _please_ more Unity animation system tutorials! I'm finally at a spot where I need to start setting up movable characters, and I think these kinds of videos would be a huge help.
Looking forward to more animation related tutorials. Please consider doing a tutorial on getting a character to sit down on a chair (using inverse kinematics, is this a thing?) so that there is not a gap / need to adjust the sitting position to every individual object.
So i love those videos i learn so mutch staff so thank you Jason for this. But i have really bad day home and ai work so i sad i front of PC and watch this video again. And every tima i heard button i drink. So i 20 minutes i was cold stone drunk. But i feld beter and end of the day i was finnaly happy and move on. So Jason if you read this. Thank you not only to make my dev life better and easier but i also thank you for making me happy with it. Thank you!
Animation has always been one thing that can drive me absolutely insane. Mechanim is kind of quirky and picky about things to begin with (I suppose all animation systems are when they have a lot of features) and there are dozens of different ways to do everything. And for every one of those dozens ways, there's a dozen people who will tell you a dozen _wrong_ ways to do that thing, plus a dozen more who will tell you dozens of overcomplicated and tedious ways to do something that should be simple! Thanks for proving how simple you can keep an animation controller and still get the same results as more complicated methods, Jason!
Thanks for the vid Jason! I have been looking for a video like this! I would love to see some focus on locomotion and layering to solve for equipping different weapons types! shotgun, pistol, rocket launcher etc!
Nice timing! I've just recently began to re-think how I was setting up animation controllers. I'm using a FSM implementation for my player controller and have been going back and fourth trying to figure out if I should go with a different approach. I've landed on thinking about it in more of a model / view perspective where the animation state is just a consequence of the player state, but managing all of the animations within an FSM is tricky, so I realized it may be a lot easier do manage via layers.
Very interested in more animation system stuff! Particularly, good practices with systems like armor or weapons where each one might have different animations on a character model that might not all be in use at once (though I can see a way to do that with this system already). Also, kinematics and inverse kinematics are super cool and deserve some more attention. Thanks so much for making these videos!
The new input system makes trigger callbacks super easy - I don't even need to put transitions connecting anystate to an animation state... I absolutely love the new PlayerInput system.
I can tell two amazing things about this tutorial. The first one to confirm all the other comments. It's a kick ass, heavily info packed tutorial about animation. And I can vouch this because... I didn't learn much from it. And this is awesome! It is an indication that I reached my objective on learning Unity animation. Now I need to move on into UI and cinemachine.
Thanks for the tutorial. It was really helpful. Also, is it possible to prepare a tutorial about Inverse Kinematics. I would like to learn it from you.
I love it when you publish edited videos. I always like to watch all your videos but some of them are too long :( and I`m sure I miss a lot of good informations on them :(. Anyways keep up the good work. I appreciate the efforts of such a professional developer:)
What's interesting? If Jason is talking I listen.... Tho I would love to see an example of animation/mesh blending. Maybe combined with IK so that you can make complex animations and such with few assets or reusing animations for different purposes..... Mostly just because I would love to see how you would go and work though such a solution.
Ugh, why might a state flicker when toggled away from. Like I push a button and it flickers back and forth for a frame before changing to the different animation.
Getting this error in unity 2022 :/ NullReferenceException: Object reference not set to an instance of an object UnityEditor.Graphs.AnimationStateMachine.AnimatorStateTransitionInspector.DoErrorAndWarning ()
Changed my animation controller to use triggers the AI works but the zombie slowly sinks into the ground over time, any ideas? Only things changed were AC and AI script which was a copy of the older one. edit: found it when you import animations in Root transform set "bake into pose ". Interesting that this was not an issue when using Booleans and transitions. Once I started using AnyState this issue appeared
if the layer overwrites all the bones, i don't see the point of using the layer setup as you might as well just transition to the animation you want via the original layer. but if you can choose which bones get used in the layer system then that is good, but if u can only choose what bones via the humanoid system instead of custom rigs, then it kinda forces u out of the layer system
Already starting. I've setup a few groups for a test run and to get automations down. First meetings are this weekend, if all goes well I'll be scaling up quickly.
Depends on what you want to do. If you are wanting to run something like a particle after a character, the coroutine would be run on the particle effect rather than the player.
2 ปีที่แล้ว
Hey Jason, quick question, what if I download the animation from Mixamo selecting the 60 frames per second option? Thanks for the tutorial as always man.
How to fix wayward characters? When swapping out a character the run/walk direction can be off, meaning the character tracks left or right when the 'w' or up arrow is pressed. A not very pleasant experience for the user.
I wonder how to add and swap different Weapons to the character animations. Do I have to model and animate each weapon with into the character model, then use some kind of selector - or simply add another Weapon game object, and translate the position/ orientation of that weapon game object against some weapon bone ? (Assuming the artist has rigged such a bone in his model) Then the worry that the Weapons mesh may interfere with the character mesh.
The way I've always handled this is to use scriptable objects. You can use them to define hand positions (for using IK to hold the hand on those points), and the mesh, possibly an animator controller (which will move parts of the gun, as well as the IK target points for the weapon). When you do it this way, you can just setup a variable to swap out the mesh for the renderer, as well as the Vector positions used (possibly transforms instead) for the hand IK to follow.
I see the difference, but I don't understand, the why one over the other. I can only see that the layers with weight can make more interesting tranissions. What am I missing? Thanks for the help and great video!
Why use multiple layers instead of one layer? I think it's just so you can have multiple animations that do different things that you might want to keep separate for some reason. So if you have a lip sync animation that you want to play while a character is walking, you could have those animations on separate layers. You could make both animations into one animation but then what if the character is running or crouching instead? Layers allow for those to remain independent.
I have a legal question, You hired people off Fiverr to make those for you, did you have to draft up a contract, or use one from a lawyer to protect your ownership of them? Or are they floating in the grey area?
Gonna fix that soon, just waiting on their approval to post the links. (Last time I shared onr, the guy got flooded with orders and had to disable his gig)
Very helpful video! Thank you! I'm curious, how much did these types of meshes, materials, textures, rigging and animations cost on fiverr (just a general range would be helpful)?
I used to watch your vids a lot but the thumbnails, titles and constant shilling for your courses are a huge turn-off. Perhaps consider being a bit more subtle?
Damn dude. The sheer amount of information in just 18 minutes of video is nuts. Amazing tutorial.
You're both really valuable to the community honestly.
Jason, this is Unity gold, people should realise how much knowledge you give away. Your 20 minute tutorial is better than most in it's simplicity and scope. You should remind yourself once in a while that you've changed people's lives with the tutorial content you produce.
Please, _please_ more Unity animation system tutorials! I'm finally at a spot where I need to start setting up movable characters, and I think these kinds of videos would be a huge help.
Looking forward to more animation related tutorials.
Please consider doing a tutorial on getting a character to sit down on a chair (using inverse kinematics, is this a thing?) so that there is not a gap / need to adjust the sitting position to every individual object.
So i love those videos i learn so mutch staff so thank you Jason for this. But i have really bad day home and ai work so i sad i front of PC and watch this video again. And every tima i heard button i drink. So i 20 minutes i was cold stone drunk. But i feld beter and end of the day i was finnaly happy and move on. So Jason if you read this. Thank you not only to make my dev life better and easier but i also thank you for making me happy with it. Thank you!
Thank you so much for sharing this! I was searching everywhere to understand how to handle the layers over code!
Animation has always been one thing that can drive me absolutely insane. Mechanim is kind of quirky and picky about things to begin with (I suppose all animation systems are when they have a lot of features) and there are dozens of different ways to do everything. And for every one of those dozens ways, there's a dozen people who will tell you a dozen _wrong_ ways to do that thing, plus a dozen more who will tell you dozens of overcomplicated and tedious ways to do something that should be simple! Thanks for proving how simple you can keep an animation controller and still get the same results as more complicated methods, Jason!
U look like Dan Harmon. Thanks for the great videos, they got that Dan Harmon quality.
Cool! 👍🏻
I was just looking for Tutorials about 3D Animations like this.
Thank you 😄
Thanks for a cool tutorial on animation. Animating in Unity can seem daunting and this helps with finding the way around
Thanks for the vid Jason! I have been looking for a video like this! I would love to see some focus on locomotion and layering to solve for equipping different weapons types! shotgun, pistol, rocket launcher etc!
Nice timing! I've just recently began to re-think how I was setting up animation controllers. I'm using a FSM implementation for my player controller and have been going back and fourth trying to figure out if I should go with a different approach. I've landed on thinking about it in more of a model / view perspective where the animation state is just a consequence of the player state, but managing all of the animations within an FSM is tricky, so I realized it may be a lot easier do manage via layers.
Very interested in more animation system stuff! Particularly, good practices with systems like armor or weapons where each one might have different animations on a character model that might not all be in use at once (though I can see a way to do that with this system already). Also, kinematics and inverse kinematics are super cool and deserve some more attention. Thanks so much for making these videos!
this is great, keep doing more on layers and rigging together
The new input system makes trigger callbacks super easy - I don't even need to put transitions connecting anystate to an animation state... I absolutely love the new PlayerInput system.
Great video mate, haven't even looked into animation layers before. Nice work
super helpfull! you may think this is basic but it does help to see all the tips and tricks you know.
Awesome video! gonna check everything on your channel
I can tell two amazing things about this tutorial. The first one to confirm all the other comments. It's a kick ass, heavily info packed tutorial about animation. And I can vouch this because...
I didn't learn much from it. And this is awesome! It is an indication that I reached my objective on learning Unity animation. Now I need to move on into UI and cinemachine.
Many thanks for this
Nice with a great example, i was wondering how animation layers work.
Very good. I found out that using int is more efficient and fast than trigger.
You can make a blend tree of uper parts and lower parts
Thanks for the tutorial. It was really helpful.
Also, is it possible to prepare a tutorial about Inverse Kinematics. I would like to learn it from you.
Thanks for this, very educational video!
13:27 animation layers part
tons of useful informations as always!
I love it when you publish edited videos. I always like to watch all your videos but some of them are too long :( and I`m sure I miss a lot of good informations on them :(. Anyways keep up the good work. I appreciate the efforts of such a professional developer:)
Please talk about animation blending and about how to do combos with animations
old video I know but yes. I hope you did a colab with Gabriel Aguiar Prod.
How is this scheduled to come out on the 14th month?
There isn't one.
They added new months with the 2022 update
@@Unity3dCollege sweet, we should age slower now.
Buy Udemy Corse Dead Earth game development gamw institute hop you can clear you comcepts...
What's interesting? If Jason is talking I listen.... Tho I would love to see an example of animation/mesh blending. Maybe combined with IK so that you can make complex animations and such with few assets or reusing animations for different purposes..... Mostly just because I would love to see how you would go and work though such a solution.
Fps in multiplayer. Reload, ads for the players perspective vs for other players
Ugh, why might a state flicker when toggled away from. Like I push a button and it flickers back and forth for a frame before changing to the different animation.
Great video! (but I do want to challenge the assumption that "every video game needs characters" ;) )
Triggers, I have been using bools and switching between them in my AI script....
8:42 is there a link for the 'sci-fi button and ui elements' asset?
I was hoping to see how to use layers in code Jason..can you do a follow up vid on accessing animatioin layers thru code?
Where are the links for the artists from fiverr? :D
Nice :]
Getting this error in unity 2022 :/ NullReferenceException: Object reference not set to an instance of an object
UnityEditor.Graphs.AnimationStateMachine.AnimatorStateTransitionInspector.DoErrorAndWarning ()
Changed my animation controller to use triggers the AI works but the zombie slowly sinks into the ground over time, any ideas? Only things changed were AC and AI script which was a copy of the older one. edit: found it when you import animations in Root transform set "bake into pose ". Interesting that this was not an issue when using Booleans and transitions. Once I started using AnyState this issue appeared
Noice
if the layer overwrites all the bones, i don't see the point of using the layer setup as you might as well just transition to the animation you want via the original layer. but if you can choose which bones get used in the layer system then that is good, but if u can only choose what bones via the humanoid system instead of custom rigs, then it kinda forces u out of the layer system
You can setup the layers to filter per bone with masks. That's coming in a video soon
Hey Jason, when do you plan to put up mastermind groups together? I am pretty excited about it
Already starting. I've setup a few groups for a test run and to get automations down. First meetings are this weekend, if all goes well I'll be scaling up quickly.
Sorry for out of scope. But can you tell me how to startCoroutine after an object was destroyed? Thank you sir
Depends on what you want to do. If you are wanting to run something like a particle after a character, the coroutine would be run on the particle effect rather than the player.
Hey Jason, quick question, what if I download the animation from Mixamo selecting the 60 frames per second option? Thanks for the tutorial as always man.
How to fix wayward characters?
When swapping out a character the run/walk direction can be off, meaning the character tracks left or right when the 'w' or up arrow is pressed. A not very pleasant experience for the user.
Do you have a discord group?
I wonder how to add and swap different Weapons to the character animations. Do I have to model and animate each weapon with into the character model, then use some kind of selector - or simply add another Weapon game object, and translate the position/ orientation of that weapon game object against some weapon bone ? (Assuming the artist has rigged such a bone in his model) Then the worry that the Weapons mesh may interfere with the character mesh.
The way I've always handled this is to use scriptable objects. You can use them to define hand positions (for using IK to hold the hand on those points), and the mesh, possibly an animator controller (which will move parts of the gun, as well as the IK target points for the weapon).
When you do it this way, you can just setup a variable to swap out the mesh for the renderer, as well as the Vector positions used (possibly transforms instead) for the hand IK to follow.
I see the difference, but I don't understand, the why one over the other. I can only see that the layers with weight can make more interesting tranissions. What am I missing?
Thanks for the help and great video!
Why use multiple layers instead of one layer? I think it's just so you can have multiple animations that do different things that you might want to keep separate for some reason. So if you have a lip sync animation that you want to play while a character is walking, you could have those animations on separate layers. You could make both animations into one animation but then what if the character is running or crouching instead? Layers allow for those to remain independent.
@@user-on6uf6om7s ahh that makes sence. Thanks for the awnser :)
♥
I have a legal question, You hired people off Fiverr to make those for you, did you have to draft up a contract, or use one from a lawyer to protect your ownership of them? Or are they floating in the grey area?
Doesn't look like you plug the artists in the description btw. :)
Gonna fix that soon, just waiting on their approval to post the links. (Last time I shared onr, the guy got flooded with orders and had to disable his gig)
@@Unity3dCollege Aw no worries, that makes sense! Big fan of your videos Jason. :)
@@Unity3dCollege You have my permission :)
Very helpful video! Thank you! I'm curious, how much did these types of meshes, materials, textures, rigging and animations cost on fiverr (just a general range would be helpful)?
I used to watch your vids a lot but the thumbnails, titles and constant shilling for your courses are a huge turn-off.
Perhaps consider being a bit more subtle?