Camera updates, in this case the cinemachine blend update should ALWAYS be in LateUpdate!!! This is the only way the game will look smooth on any monitor that has a higher refresh rate than 30! My fix: Cinemachine Brain - Blend Update: Late Update (you want those smooth frame times) Character Animator - Update Mode: Normal Character Aim Script - camera yaw and rotation in Update() No jitter and smooth image! :)
For those that are using humanoid rigs with this tutorial and wondering why your character is shooting into space - Place your WeaponPivot gameobject inside of another object. There is a known bug when constraining direct children of the Animator with the Humanoid rig. Placing it one level down fixes the issue. Hoping to save someone else 3 hours of confusion.
Thanks a lot, man. I have been trying many different methods to find out the problem. I wish had seen your comment earlier! By the way, how did you find out the solution?
For those who can't set the pivot point properly beacuse it is always centered: make sure your are in pivot mode in the upper left corner next to the tools.
For those who is troubling with, when you look around the world and your gun start rotating, u just need to uncheck the unwanted axis in Multi-Aim Constrained Settings "Constrained Axis".
Please keep these uploads coming, they are pure gold. A massive help to many, and with you using mostly the Synty packs really makes it a help to me as im always using them.
@@TheKiwiCoder Love the Synty packs as you get a whole ton of possibilities in each pack, though i have about a couple of issues with the packs. 1, The character prefabs are all in one and you can't easily seperate them. 2, all the vehicles don't have opening doors.
@@DJLKM1 Yes they're not without their limitations. But still seriously fun to use! I ran into the same issue with the characters... Jay has a nice step by step on how to import the fbx into blender: www.versluis.com/2020/03/using-synty-characters-with-mixamo-and-blender/ Once imported you can remove the extraneous characters and re-export. A bit of a process the first time, but can be worth it if trying to work with Mixamo.
@@TheKiwiCoder Help! multi aim constraint is only working when i am changing the AimTarget position but when i am rotating the camera(parent of AimTarget) ,multi aim constraint is not working. (i am not using cinemachine).
@TheKiwiCoder this is happening for me too (and i'm using cinemachine), i noticed that the transform of the aim target is not really changing (continues 0 0 20) it only changes because of the camera move but the gun just points to the transform of the point
Ok heres what ive learned from the errors i had after finishing this and how i fixed them: *Movement Jitter?* In your movement script, change 'void Update' to 'void FixedUpdate'. *Rotate Camera Jitter?* In your Main Camera > CinemachineBrain, change Blend Update Method to 'Fixed Update' *Cant Move Character?* Enable 'Apply Root Motion' in your Animator component. There's probably more but thats all i can remember lol.
I found out why, if you still have nervous movement, change the animator update mode to "animate physics". This trick to get a perfect aiming is very risky, I don't like it at all. messing with the update layers is going to be a pain in a more complex game.
You deserve millions of subscribers, no joke. I've been searching the internet tirelessly for something that actually teaches me something about unity and when I found your channel I almost died. This is fantastic!
Loving the videos! definitely need them for the game im making. Found one slight error that I could not figure out for three hours so posting it here in the hopes others dont have to suffer like i did. If the Multi-Aim Constraint does not work for you in the Y axis and you have more options than shown at 10:07 then delete the component and use the Look At Constraint instead. It does the same job as the Multi Aim Constraint Component (when combined with the Multi-Parent Constraint) in this video
Outstanding tutorial. Hadn't heard of this package at all until a few days ago and you've spelled it out so plainly for those of us struggling with Unity's old IK system. Thanks for taking the time to make this video, hope this channel takes off 🙌
its better to use spine 2&3. When you mimic aiming a gun up and down you have a small arch and flex in the middle and between you're shoulder blades while you're neck and arms rotate up and down to most. Extremely well done and well explained tutorial I've watch a lot of the animation rigging tuts and most people don't explain they go on like you should know what the heck you're doing.
@@TheKiwiCoder no problem man keep up the good work. Unfortunately my aim constraint rotates the weapon at the wrist probably due to it being a pistol so I'll probably have to dump the pivot towards the spine or I'll go the built in IK route to get the spine to bend since I'm using this as a base for fixed camera angles
At 7:23 I had an issue where setting the transform rotation values to 0 for the WeaponPose under the RigLayer_WeaponAiming object would not change the rotation of my gun at all. I later realized that the constraints were not taking effect because I first needed to update them to work with the WeaponPose from the RigLayer_WeaponAiming and not the WeaponPose from the RigLayer_WeapingPose. I'm using a humanoid character with a rigidbody btw Hope that helps someone. I really appreciate this channel for these amazing videos!
If anyone is using this tutorial as a starting point for other locomotion systems you might run into an issue where the player stops moving after you add the Multi-Parent Constraint. I ran into this too and fixed it (other locomotion systems = not root motion - I'm using physics, saw someone else in the comments was using nav agents) In the CharacterLocomotion script, add an empty method: void OnAnimatorMove() {} It seems that adding the Multi-Parent Constraint forces the Animator to half-use root motion, overruling any external motion by just anchoring the player to the spot. Adding OnAnimatorMove() to any component on the Animator object overrules that and allows you to use your existing movement system.
this is exactly what i was looking for 😍. been banging head for 3 days not sure where to look for better info on how to do this, but you just came right in time with the tutorial ❤. thank you soooo much bro 🤗, looking forward to upcoming awesome videos! 😄
@TheKiwiCoder Your channel is an absolute hidden gem. Super relevant to the current packages in Unity. I am a professional C# dev and even I sometimes find it annoyingly overwhelming trying to make changes to controllers, but am too lazy to write my own, especially because I know Unity has some existing solutions and these will be supported and looked after to a much better degree than a third party asset will be one day. Your series here is really helping me evaluate what I need to write and what I don't need to write, what looks good and what doesn't look good. Thank you so much for this.
No problem, and thanks for the kind words :) A character controller can be a lot of work but it’s a really good exercise too. I found it’s not so daunting after spending a few hours on it.
If you guys have problems with Weapon Pivot, make shure your pivot is not a center, but exactly a pivot. You can check it at the top bar, since you selected any object in scene
Please explain this more. When I make the weapon of the pivot the pivot object takes on the transform of the child weapon. Is this what you are talking about?
Be sure to reset the transform on RigLayer_WeaponPose and RigLayer_HandIK. I had some weird results going on, like the gun hanging up in the air. And you guys shouldn't have to rework the tutorial to make it work for you. You should be resetting the position on all your IK objects when using the Animation Rigging tools.
Man! Awesome, keep this coming, switching weapons system, vaulting, layers of animations gonna be fun, pistol having different animation, weapon holder. Ahh there is lotta thing ;) you know, just keep this coming..m
If your aim constraint isn't working, make sure you have a "Rig Transform" component on any *parent* objects such as cameras or other objects that rotate with camera view.
Awesome tutorial! Thanks so much for sharing your knowledge! Im still learning a lot but you have really nice and clearly showed how to work with the Animation Rigging package! Definitely one of the best tuts on this subject! Awesome!
This video series has been excellent ! I’d smash that like button many more times if TH-cam allowed it. I did run up to interesting problem by the end of the video when trying to fix the aim lag / jitter by switching Cine machine update to Fixed update. This solved the aiming but now my character movement becomes laggy and jittery. I am guessing this has to do with me using character controller for movement instead of root motion. In any case, conventional wisdom is to have the camera update as late as possible to ensure all movements are resolved before rendering, so it’s a little counter intuitive that updating the camera first solved jittery aiming, at the same it it makes sense that it would introduce jitter in my character movement.
Thanks, glad you are enjoying the videos! The reason for using fixed update is because the lookattarget is referenced by the constraints which needs to be updated before the animator is run. What I would try is: update the character controller first (fixed update), then cinemachine, then run the animator. You could try calling Update() manually on the animator/cinemachine to have control over the timing, or try using script priorities. If you find a solution let me know!
TheKiwiCoder I “hacked” it by making a object that mirro the camera position and rotation by script in the update call then attach a child object with offset of 20 on Z. Then I make my rig aim at this child object instead. It’s still lag the crosshairs but the motion is smooth so I pass it off as a feature :)
Man this is really hide gem of those kind of tutorials!!!! Really i have made 4 different but this is easier and with super options. Really thank you, save my game!
Important Note: For people attaching "Weapon Pivot" to your gun. Make sure your Tool Handle Position is on "Pivot" not "Center." I spent hours trying to figure out why when I parented my weapon the transform wen to the center instead of where I put the pivot point at. - Located on top left next to "Local" or "Global" depends on which is selected.
Please keep uploading , your video really inspired me a lot! I was consider to use final IK at the time , but know I thing the buildin package is a better choice.
Thanks 🙏 there will be more videos to come :) FinalIK is a great package and can save a lot of time. The animation rigging package lets you experiment quickly using multi-constraints, and then provides a path forward to create a single, optimised custom constraint, specific to your needs. All the constraint source code is available in the package too :)
Hi, just wanted to say thanks!!! Excellent tutorial I got my guy all rigged up. After this, I consolidated everything to one "gun aiming forward" rig, where I had all the child game objects/ components inside it. so head aim and body rotating and stuff are still separate but inside one rig for that one "gun mode" i'm not sure if that's weird or will become a problem in the future, this is my first rigging. I also need a set of body constraints fully different for a "running backwards" rig. so far this seems like a decent way to organize it with only these few Main "rigs" containing the separate components inside, rather than all the movements on their own rigs. Also As someone else pointed out, im using a mixamo character and my gun would slowly rotate around the Z axis. this fixed it on guns multi aim contraint uncheck Settings -> Constrained Axes -> z
@@reye7488 Hey I know it's been a year but you said it fixed your arms as they didn't move? How did you do it, I'm trying to do this with a pistol but it is only aiming the gun and not the arms with it
even though I switched to UE5, I still appreciate what he'd done, some of the first must follow tutorials to get your first steps into the game industry
When I add the Multi-Position Constraint to the Weapon Pose, it remains static in the scene and does not follow the movement of the character, how can I solve this?
Hey, im loving the tutorials, but for some reason when adding the MultiAimConstraint and MultiPositionConstraint, my player will just get stuck midair and isn't moveable. I am using a rigidbody controller, any help would be greatly appreciated :)
I've a small issue with "Multi-Parent Constraints", whenever I add it to the weaponPose gameobject, the player is not moving anymore. I'm using character controller, any idea?
@@TheKiwiCoder bro just a Lil suggestion...how about you edit the titles of these video to part-1,2,3 and so on and add a playlist as a third-person shooter in your channel..it would be easier to follow up and share the playlist too. because I sorted em out by the date these videos were uploaded..would be easier if you would do that
In my case, my character rotates its chest so the gun seems static when moving (left or right). So, I added a 'Multi-Rotation Constraint' to the Gun Pose(like in the video). where the constrained and source objects are configured the same as in a 'Multi-Position Constraint' (offset dependes on you) :v if there's another way more effective, pls tell me.
I am having problems with centering the weapon aim cube to the center. It is off by just a little but outside the target. The only thing I could find to get it directly on target is to reduce the z value of AimLookAt closer. I've tried offseting in the AimingRigLayer it but it gets weird in updating. Great tutorials!
Really wonderfull tutorial, clean and simple. Thank you. I have one question for the Aiming Rig: If I put the AimLookAt Target outside the character's transform (where the Animator is) I get a warning message "Could not resolve RigLayer because is not a child Transform in the Animator hierarchy" .. but if I put the LookAt target under the character's transform it will follow the player... it doesn't make sense.. Have you encounter this problem?
Thank you! I haven’t seen that, what versions are you using? You could try this fix: put the aim lookat object inside the hierarchy, and attach a regular script to it and sync it to the position of the lookat or camera outside the hierarchy
I have the same issue, don't know how to fix it yet. It's also connected to the order of animations update, if you the camera updates to fixed update the weapon stops jittering, but everything else breaks 😥
This is great can you do a tutorial series using animation rigging to shoot enemies. For Example zombies and create a wave system ? Overal this was pretty good i used with playmaker and worked like a charm lol with no coding.
TheKiwiCoder LoL very fun series word lol but Na I mean sometimes u just got to it’s like really not a way not to open it if you want it to look official lol like i can’t see it not happening lol but keep doing your thing man awesome content you provided for your videos I’m definitely sharing 👌🏿👌🏿💪🏿💪🏿
I was following these tutorial videos like a year ago, but lost all the files due to hard drive wipe, now I'm redoing everything and there is an issue where gun rotates around the pivot point when aiming up and down couple of times, don't know how to fix this.
Bro, I have a gun instead of a rifle, problem is about the pivot I put it in the same angle as the rifle on the tutorial and well the multi aim only moves the gun and not the whole arm, how i can fix it? Also, thank you for this tutorials! KEEP DOING IT, MAN!
Tips(just for who follow all tutorial): If your hand doesn't fit to the gun at the beginning just add "rig transform" in to "Weapon Pivot" - The Hand will be fit with gun :)
Im having a similar issue that my player is initially rendered at a far different location (I havent added any dynamic spawning or anything). Were you able to get your issue fixed?
Was so stuck on the whole pivot thing around 2:30. The solution was to change "Toggle Tool Handle Position" to "Pivot". I had it set on Center. Imagine the confusion
Thank you so much for this, I was fiddling around with it trying to figure out why it always snapped back to the center of my gun. I appreciate the tip!
When i use Multi-Position Constraint my weapon goes out of the hand and flies away of the character during other animations. Even after Adjusting the Offsets that were really off.
why i can't find my comment,anyway.i feel confused, 09:18,we use "Multi-Parent Constraint" to controll the WeaponPivot,and then wen use "Multi-Position Constraint", which means :our model's Clavicle_R affect WeaponPose,then WeaponPose affect the WeaponPivot(the gun we are using),is that right? i'm confused that,my gun rotates when i look up and down,but the arms never move,they only move when i change "Multi-Position Constraint -> Settings -> Offset -> y", pls help me😂
@@TheKiwiCoder hey,thank you for response,actually this is my third message😂 I have to use Vpn so I can talk to you.but it is not stable. I'm doing my college GraduateDesign and your videos does help me a lot, but still i have some troubles in using AnimationRiggings, so if you get some spare time,maybe you can do me a favor? I hope i may have your email address so i can send email but not using Vpn to talk to you. Just for Unity issues ,and i won't bother you after the problems solved, I promise🙏
Dude.. After doing all the stuff u said in this vid, it completely broke my character animation and it keeps playing running animation whenever I press any button. I can't even move.. I'm using third person starter assets from unity asset store for this... Plz help me 😭😭😭
If Multi-Aim constraints results in some weird sideways aiming, I was able to fix by changing World Up Type in Multi-Aim Constraint under the Aiming Weapon Pose to Scene Up
Im actually have this problem where if keep aiming in circles my gun spins around. Was this a similar problem? I also can't find that variable you mentioned, "World Up Type" under the multi aim constraint component
@@CaptainInsano420 RigLayer_WeaponAim->WeaponPose->Multi-Aim Constraint Component->Settings->Constrained Axes I Unchecked the Z Axes. @Mridul Rajbhar 's comment from 2 Months ago.
Can you show how to make an offset to Cinemachine when aiming please? It would be nice to be able to move the camera in when aiming to get a more accurate shot
Really good clean and helpfult tutorial. 22:53 however for some reason if I aim layer weight is set to number defined by aimDuration. (if aimDuration is 0.1 then waight is set to 0.9) but if I set aimDuration to 0 it aims but there is not trasition it just move to aiming position instantly. could you help me please? (am using unity 2019.4.1f1)
I know this video is 3 years old, but I hope someone can help. I've added a second virtual camera which is positioned right above the right shoulder of the player. I've then set the freelook camera's priority to 10 and the aimcamera's priority to 20 and disabled the aimcamera. In the code when we aim, I then activate the aim camera if the right mouse button is pressed and disable it if not. But when the second camera is active, I suddenly can't look around with the mouse anymore. Can anyone help?
hey man, cool vid, thanks! I (and so many others it seems) needed this vid, and it did not disappoint! so again, thanks, and have a good one! also, greetings from a fellow kiwi ;D
So after I add the multi-parent constraint, and switch the transform positions, then play @4:44 the gun goes into my body(zero'd out), but no longer snaps to my hands when playing. My hands revert to their idle position and the gun remains in the player's body, moving with them but not caring at all about the hand location and vice versa, though it all worked fine when the gun was attached to a bone
Thanks so much! This video was immensely helpful! I'm wondering though, how you would handle animations in this case. Let's say, you "Animation Rigged" the character to hold an axe with two hands correctly. Now you want the Animator Controller to play the "axe swing" animation on trigger. But at this moment, the Rigging prevents the hands to correctly follow the animation. Do you just set the RigLayer weight to 0 via code at this moment?
is it possible to make the movement differs while aiming? I want that the player goes a littlebit more down in the knee and move 50% less speed. how to archive that?
Hello TheKiwiCoder. Thank you very much for this great video. I am having problem at 20:52 where using UnityEngine.Animations.Rigging namespace is written. i am not able to use rigging word. its showing red lines over it. i have updated my animations rigging package too, but still facing same problem. can you please help me.
@@valeriopatricolo1597 I had the same issue. Updated everything and no change. Then I look at the project which the CharacterAim.cs refers to and looked at References. There I saw Unity.Animations.Rigging. I removed it and added it as a reference again. Solved it for me
About a problem, when I move too fast the mouse uses variable sides or the weapon (arms) come out of the right position (Somete When I have to use the aiming option). How to solve this?
At 4:23, once use the multi parent constraint i am unable to move the character without using root motion(because i find it easier to control the player without root motion)...is there a workaround for this problem ? please help me out
Camera updates, in this case the cinemachine blend update should ALWAYS be in LateUpdate!!! This is the only way the game will look smooth on any monitor that has a higher refresh rate than 30!
My fix:
Cinemachine Brain - Blend Update: Late Update (you want those smooth frame times)
Character Animator - Update Mode: Normal
Character Aim Script - camera yaw and rotation in Update()
No jitter and smooth image! :)
Yes! I had to do exactly this after I upgraded my monitors. Thank you for sharing this!
@@TheKiwiCoder Hey, your tutorial very good but i cant understand why when i moving, the gun just dont at right it position, it rotate left or right
Damn, thank you so much, my comrad. Hello from Ukraine
Damn thanks man I had same problem
@dvrk I have the same problem but sadly it didn't fix it.
For those that are using humanoid rigs with this tutorial and wondering why your character is shooting into space - Place your WeaponPivot gameobject inside of another object. There is a known bug when constraining direct children of the Animator with the Humanoid rig. Placing it one level down fixes the issue. Hoping to save someone else 3 hours of confusion.
Wow I wasn’t aware of this, Cheers for the heads up!
I have been figuring this out for a week now....Thanks a lot dude...God bless you
Man it happened to me and it was weird, like my character was getting hit by a Skyrim giant
Thanks a lot, man. I have been trying many different methods to find out the problem. I wish had seen your comment earlier! By the way, how did you find out the solution?
give me another solution its not work a wepon position change the position on play
This channel is hidden gem 👌♥️
ı think so
Yes. You are Right.
Absolutely
Yes it is. I cannot express how thankful am i.
For those who can't set the pivot point properly beacuse it is always centered: make sure your are in pivot mode in the upper left corner next to the tools.
youre a legend took me an hour to work out why that was happening :0
Literally saved so much time
Thank You
Hats off
man thanks a lot!
I'm still rewatching these tuts in 2024. Thanks for making such great vids!
For those who is troubling with, when you look around the world and your gun start rotating, u just need to uncheck the unwanted axis in Multi-Aim Constrained Settings "Constrained Axis".
u saved my life with that one
Nice
you saved few days of research, thansks a lot !
Thank you! I had to do this for the RigLayer_WeaponAiming, unchecking the z-axis stopped the weapon from rotating.
It's still relevant, Thanks alot
Ly man, no jokes😂❤
Please keep these uploads coming, they are pure gold. A massive help to many, and with you using mostly the Synty packs really makes it a help to me as im always using them.
Absolutely, there will be more videos to come. The Synty packs really give you a boost to make your game look good!
@@TheKiwiCoder Love the Synty packs as you get a whole ton of possibilities in each pack, though i have about a couple of issues with the packs. 1, The character prefabs are all in one and you can't easily seperate them. 2, all the vehicles don't have opening doors.
@@DJLKM1 Yes they're not without their limitations. But still seriously fun to use! I ran into the same issue with the characters... Jay has a nice step by step on how to import the fbx into blender: www.versluis.com/2020/03/using-synty-characters-with-mixamo-and-blender/
Once imported you can remove the extraneous characters and re-export. A bit of a process the first time, but can be worth it if trying to work with Mixamo.
@@TheKiwiCoder Help! multi aim constraint is only working when i am changing the AimTarget position but when i am rotating the camera(parent of AimTarget) ,multi aim constraint is not working. (i am not using cinemachine).
@TheKiwiCoder this is happening for me too (and i'm using cinemachine), i noticed that the transform of the aim target is not really changing (continues 0 0 20) it only changes because of the camera move but the gun just points to the transform of the point
Ok heres what ive learned from the errors i had after finishing this and how i fixed them:
*Movement Jitter?* In your movement script, change 'void Update' to 'void FixedUpdate'.
*Rotate Camera Jitter?* In your Main Camera > CinemachineBrain, change Blend Update Method to 'Fixed Update'
*Cant Move Character?* Enable 'Apply Root Motion' in your Animator component.
There's probably more but thats all i can remember lol.
I still have movement jitter if cinemachine update is set to fixed. The code is also in fixedupdate. But i still have jitter movement.
I found out why, if you still have nervous movement, change the animator update mode to "animate physics". This trick to get a perfect aiming is very risky, I don't like it at all. messing with the update layers is going to be a pain in a more complex game.
i cannot move my character using root motion because i have made custom rigidbody controller . so can any one help in this regard?
thanks!!
thx!
You deserve millions of subscribers, no joke. I've been searching the internet tirelessly for something that actually teaches me something about unity and when I found your channel I almost died. This is fantastic!
That’s great to hear! Glad you’ve found this useful.
Loving the videos! definitely need them for the game im making. Found one slight error that I could not figure out for three hours so posting it here in the hopes others dont have to suffer like i did.
If the Multi-Aim Constraint does not work for you in the Y axis and you have more options than shown at 10:07 then delete the component and use the Look At Constraint instead. It does the same job as the Multi Aim Constraint Component (when combined with the Multi-Parent Constraint) in this video
maaaan thanks you're awesome!
I spent days on this, thank you!
Outstanding tutorial. Hadn't heard of this package at all until a few days ago and you've spelled it out so plainly for those of us struggling with Unity's old IK system.
Thanks for taking the time to make this video, hope this channel takes off 🙌
Thank you! 🙌
its better to use spine 2&3. When you mimic aiming a gun up and down you have a small arch and flex in the middle and between you're shoulder blades while you're neck and arms rotate up and down to most. Extremely well done and well explained tutorial I've watch a lot of the animation rigging tuts and most people don't explain they go on like you should know what the heck you're doing.
Thank you, and cheers for the tip!
@@TheKiwiCoder no problem man keep up the good work. Unfortunately my aim constraint rotates the weapon at the wrist probably due to it being a pistol so I'll probably have to dump the pivot towards the spine or I'll go the built in IK route to get the spine to bend since I'm using this as a base for fixed camera angles
I... I am so thankful you came out with this. I was struggling so hard a while back. Im glad this tutorial is out here.
At 7:23 I had an issue where setting the transform rotation values to 0 for the WeaponPose under the RigLayer_WeaponAiming object would not change the rotation of my gun at all. I later realized that the constraints were not taking effect because I first needed to update them to work with the WeaponPose from the RigLayer_WeaponAiming and not the WeaponPose from the RigLayer_WeapingPose. I'm using a humanoid character with a rigidbody btw
Hope that helps someone. I really appreciate this channel for these amazing videos!
Bros phenomenal, 3 years later still great
If anyone is using this tutorial as a starting point for other locomotion systems you might run into an issue where the player stops moving after you add the Multi-Parent Constraint. I ran into this too and fixed it (other locomotion systems = not root motion - I'm using physics, saw someone else in the comments was using nav agents)
In the CharacterLocomotion script, add an empty method:
void OnAnimatorMove() {}
It seems that adding the Multi-Parent Constraint forces the Animator to half-use root motion, overruling any external motion by just anchoring the player to the spot. Adding OnAnimatorMove() to any component on the Animator object overrules that and allows you to use your existing movement system.
OMG I was all over the place I even when back and set up everything from scratch🤣 Thanks a ton!
@@Ranger8744 no worries :)
Thanks, came in the comments to look for a solution and this saved me a ton of frustration and debugging!
By CharacterLocomotion do you mean the script that handles movement? Or is this a specific Unity script?
@@gamedevlol The script that KiwiCoder is writing in this tutorial is called CharacterLocomotion
I have found a hidden gem.
Great videos so far, I've been following all tutorials. Please keep uploading.
this is exactly what i was looking for 😍. been banging head for 3 days not sure where to look for better info on how to do this, but you just came right in time with the tutorial ❤. thank you soooo much bro 🤗, looking forward to upcoming awesome videos! 😄
That’s great to hear! Good luck with your game bro 🤗
@@TheKiwiCoder 🤗
idk why it took me this long to find this gem...thanks so much bro animation rigging has saved me a ton
No problem, glad I could help!
@TheKiwiCoder Your channel is an absolute hidden gem. Super relevant to the current packages in Unity. I am a professional C# dev and even I sometimes find it annoyingly overwhelming trying to make changes to controllers, but am too lazy to write my own, especially because I know Unity has some existing solutions and these will be supported and looked after to a much better degree than a third party asset will be one day. Your series here is really helping me evaluate what I need to write and what I don't need to write, what looks good and what doesn't look good. Thank you so much for this.
No problem, and thanks for the kind words :) A character controller can be a lot of work but it’s a really good exercise too. I found it’s not so daunting after spending a few hours on it.
Massive thank you for these videos, I am much more of a programmer rather than animator so these videos are massively helpful to me
This is going to be really nice to apply to projectile firing enemies in games as well, I'm falling in love with Animation Rigging for sure!!
Thanks so much for making these! 🙏 You’re one of the best to cover the new animation rigging
Thanks! I love the new rigging package too. It’s a great kickstart when you’re short on animations.
If you guys have problems with Weapon Pivot, make shure your pivot is not a center, but exactly a pivot. You can check it at the top bar, since you selected any object in scene
Please explain this more. When I make the weapon of the pivot the pivot object takes on the transform of the child weapon. Is this what you are talking about?
@@davidson2727what No, there is option in Unities interface, to change kind of pivot "center/pivot"
@@davidson2727what You can text me on discord. Find VaultPunk user on KiwiCoder channel
Be sure to reset the transform on RigLayer_WeaponPose and RigLayer_HandIK. I had some weird results going on, like the gun hanging up in the air. And you guys shouldn't have to rework the tutorial to make it work for you. You should be resetting the position on all your IK objects when using the Animation Rigging tools.
Thank you so much for this! I couldn't figure out how to adjust my rigs with code and this tutorial showed me how to.
Great tutorial and great to see it using the animation rigging package. Such a power set of tools. Cant wait to do the other tutorials. Thanks :)
I can not thank you enough, thanks to you I was able to make another devlog
Nice! I’d love to see it. Post a link to it in discord 🙂
@@TheKiwiCoder It is in struct-your-stuff :)
You are amazing at explaining and your voice is so soothing! love these tutorials keep up the good work mate
Thank you 😊
This is such a solid tutorial, holy cow! You cover so much. It seems like you've been doing this for a while.
Thanks for the kind words! I’m a bit obsessed with Unity 😅
Thank you so much, you have no idea how many days I was trying to find this solution!
I really like your tutorials, I leave comment once in a lue moon, but you will be an exception, you deserve that. I'll leave them during whole course.
Thank you!!
Man! Awesome, keep this coming, switching weapons system, vaulting, layers of animations gonna be fun, pistol having different animation, weapon holder. Ahh there is lotta thing ;) you know, just keep this coming..m
Absolutely! More videos on their way :)
@@TheKiwiCoder I forgot to click the bell icon, now full prepared, waiting for more videos, keep them coming..m
If your aim constraint isn't working, make sure you have a "Rig Transform" component on any *parent* objects such as cameras or other objects that rotate with camera view.
Thank you very much .
Pure gold, thank you very much. It's interesting that his Camera doesn't have that Component but mine needs it ☺
Awesome tutorial! Thanks so much for sharing your knowledge! Im still learning a lot but you have really nice and clearly showed how to work with the Animation Rigging package! Definitely one of the best tuts on this subject! Awesome!
Thank you so much no one ever upload this type of video you such a great knowledge..thanks
Thank you, you’re welcome!
This video series has been excellent ! I’d smash that like button many more times if TH-cam allowed it.
I did run up to interesting problem by the end of the video when trying to fix the aim lag / jitter by switching Cine machine update to Fixed update. This solved the aiming but now my character movement becomes laggy and jittery. I am guessing this has to do with me using character controller for movement instead of root motion. In any case, conventional wisdom is to have the camera update as late as possible to ensure all movements are resolved before rendering, so it’s a little counter intuitive that updating the camera first solved jittery aiming, at the same it it makes sense that it would introduce jitter in my character movement.
Thanks, glad you are enjoying the videos! The reason for using fixed update is because the lookattarget is referenced by the constraints which needs to be updated before the animator is run. What I would try is: update the character controller first (fixed update), then cinemachine, then run the animator. You could try calling Update() manually on the animator/cinemachine to have control over the timing, or try using script priorities. If you find a solution let me know!
TheKiwiCoder I “hacked” it by making a object that mirro the camera position and rotation by script in the update call then attach a child object with offset of 20 on Z. Then I make my rig aim at this child object instead. It’s still lag the crosshairs but the motion is smooth so I pass it off as a feature :)
Hor Kai Chan haha, cool nice work around :)
aye i dont normally comment but this tutorial playlist has been amazing keep it homie!
Cheers mate
Man this is really hide gem of those kind of tutorials!!!! Really i have made 4 different but this is easier and with super options. Really thank you, save my game!
I really like how you teach, one of the best so far
Thanks I really needed this! Super underrated tutorial
THX for this great tutorial!! Helped me a lot getting some basic thoughts clear about Unity's Animation Rigging
Ive been trying to figure out how to do this for weeks now. Thanks KiwiCoder!
You’re welcome Joshua!
Important Note: For people attaching "Weapon Pivot" to your gun. Make sure your Tool Handle Position is on "Pivot" not "Center." I spent hours trying to figure out why when I parented my weapon the transform wen to the center instead of where I put the pivot point at. - Located on top left next to "Local" or "Global" depends on which is selected.
Please keep uploading , your video really inspired me a lot! I was consider to use final IK at the time , but know I thing the buildin package is a better choice.
Thanks 🙏 there will be more videos to come :) FinalIK is a great package and can save a lot of time. The animation rigging package lets you experiment quickly using multi-constraints, and then provides a path forward to create a single, optimised custom constraint, specific to your needs. All the constraint source code is available in the package too :)
Hi, just wanted to say thanks!!! Excellent tutorial I got my guy all rigged up. After this, I consolidated everything to one "gun aiming forward" rig, where I had all the child game objects/ components inside it. so head aim and body rotating and stuff are still separate but inside one rig for that one "gun mode" i'm not sure if that's weird or will become a problem in the future, this is my first rigging.
I also need a set of body constraints fully different for a "running backwards" rig. so far this seems like a decent way to organize it with only these few Main "rigs" containing the separate components inside, rather than all the movements on their own rigs.
Also As someone else pointed out, im using a mixamo character and my gun would slowly rotate around the Z axis.
this fixed it on guns multi aim contraint uncheck Settings -> Constrained Axes -> z
It’s a great idea. The less objects the better :)
HOLY SHIT THANK YOU SO MUCH MY ARMS WOULDNT MOVE MAKING IT LOOK SO UNNATURAL
@@reye7488 Hey I know it's been a year but you said it fixed your arms as they didn't move? How did you do it, I'm trying to do this with a pistol but it is only aiming the gun and not the arms with it
You are doing a great job bro thanks for the tutorial keep up the good work
Epic. This is what I have been looking for. Great tutorial.
even though I switched to UE5, I still appreciate what he'd done, some of the first must follow tutorials to get your first steps into the game industry
Another great tutorial. This has really helped me today. Thank you ☺
For some reason when I'm looking around, the gun will rotate slowly around the Z axis. Not sure how to fix it.
I'm Having the same issue not sure why.
same problem , when Multi-Aim Constraint attached.
Try uncheck Settings -> Constrained Axes -> z
Not sure the reason but my problem solved.
check if the bool mantain position offset is checked
@@kentube617 saved the day
When I add the Multi-Position Constraint to the Weapon Pose, it remains static in the scene and does not follow the movement of the character, how can I solve this?
Same here
@@EUZERU Any solutions guys?
Same
I'm having this issue too
Saving me so much time with animation! Thanks for this video friend!!
Excellent Video, many thanks
Great tutorial, friend! Subscribed!
Thank you sooo much for this literally the best tutorial I've found out there!!
Hey, im loving the tutorials, but for some reason when adding the MultiAimConstraint and MultiPositionConstraint, my player will just get stuck midair and isn't moveable. I am using a rigidbody controller, any help would be greatly appreciated :)
Damn, I'm stuck too
You need to use apply root motion
Same...
@@christianbadenhausen7059 I tried but the movement is soo jaggy...
@@christianbadenhausen7059 thank youuuuuuuuu
Bro this series is so good thanks again
This is exactly what I was looking for
Help! Cannot find any option called blend method in cinemachinebrain.
I've a small issue with "Multi-Parent Constraints", whenever I add it to the weaponPose gameobject, the player is not moving anymore. I'm using character controller, any idea?
Same issue.. 😔
I was also facing the same issue.
Apply Root Motion to Animator and increase the Walk and Run speed by 10 times.
This should fix your issue
Thank you! Amazing information in this channel. Greetings from Medellín, Colombia.
Thank you! Glad you’re enjoying the channel 🙂
u earn my respect and thus a new sub....good one brother
Thank you, much appreciated!
@@TheKiwiCoder bro just a Lil suggestion...how about you edit the titles of these video to part-1,2,3 and so on and add a playlist as a third-person shooter in your channel..it would be easier to follow up and share the playlist too.
because I sorted em out by the date these videos were uploaded..would be easier if you would do that
mohammed umer thanks man, it’s a good idea. I’ve been thinking about that too but been too lazy to do it haha. I’ll get onto it, cheers!
In my case, my character rotates its chest so the gun seems static when moving (left or right). So, I added a 'Multi-Rotation Constraint' to the Gun Pose(like in the video). where the constrained and source objects are configured the same as in a 'Multi-Position Constraint' (offset dependes on you) :v if there's another way more effective, pls tell me.
The original animation is being added to the 2 Bone IK constraint
You are awesome please make more component like climbing ladder, swim and porker
awesome toutorials but is anyone elses weapon flying in the air a long way away from the player anyone got a fix for this
try offset
can s hooting mechanism be added in coming updates like weapons recoil reloading system....
I am having problems with centering the weapon aim cube to the center. It is off by just a little but outside the target. The only thing I could find to get it directly on target is to reduce the z value of AimLookAt closer. I've tried offseting in the AimingRigLayer it but it gets weird in updating. Great tutorials!
I get this issue as well.
Exactly what im looking for , thanks
Hey my Gun rotates when in Aiming help please
Really wonderfull tutorial, clean and simple. Thank you. I have one question for the Aiming Rig: If I put the AimLookAt Target outside the character's transform (where the Animator is) I get a warning message "Could not resolve RigLayer because is not a child Transform in the Animator hierarchy" .. but if I put the LookAt target under the character's transform it will follow the player... it doesn't make sense.. Have you encounter this problem?
Thank you! I haven’t seen that, what versions are you using? You could try this fix: put the aim lookat object inside the hierarchy, and attach a regular script to it and sync it to the position of the lookat or camera outside the hierarchy
I'm using Unity 2019.2.11f1, I will try this fix. Thank you and keep doing this amazing tutorials!
it was that easy.. the fix worked. Thank you again :)
Can anyone help me please? My weapon jitters a lot, not camera, not character just the weapon when rotating
It must have been a long time, but do you remember how you fixed this problem?
I have the same issue, don't know how to fix it yet. It's also connected to the order of animations update, if you the camera updates to fixed update the weapon stops jittering, but everything else breaks 😥
Clear and Perfect.
This is great can you do a tutorial series using animation rigging to shoot enemies. For Example zombies and create a wave system ?
Overal this was pretty good i used with playmaker and worked like a charm lol with no coding.
Haha that sounds like a fun series. I love the no-code solutions too, it felt weird at the end when I had to open the code editor :|
TheKiwiCoder LoL very fun series word lol but Na I mean sometimes u just got to it’s like really not a way not to open it if you want it to look official lol like i can’t see it not happening lol but keep doing your thing man awesome content you provided for your videos I’m definitely sharing 👌🏿👌🏿💪🏿💪🏿
I was following these tutorial videos like a year ago, but lost all the files due to hard drive wipe, now I'm redoing everything and there is an issue where gun rotates around the pivot point when aiming up and down couple of times, don't know how to fix this.
Bro, I have a gun instead of a rifle, problem is about the pivot I put it in the same angle as the rifle on the tutorial and well the multi aim only moves the gun and not the whole arm, how i can fix it?
Also, thank you for this tutorials! KEEP DOING IT, MAN!
Hello. Do you solve it? I need the same help! Lol
Add a Rig Transform component to the weapon pivot, without it the Animation rigger cant update the ik setup after you hit play.
@@Markoolgel dude u saved my whole week thank you
Tips(just for who follow all tutorial): If your hand doesn't fit to the gun at the beginning just add "rig transform" in to "Weapon Pivot"
- The Hand will be fit with gun :)
thank you so much, you just saved my monitors life... it is very thankful
For some reason my player's scale becomes very big when i constrained the weaponpivot to the weaponpose
same issue here
Im having a similar issue that my player is initially rendered at a far different location (I havent added any dynamic spawning or anything). Were you able to get your issue fixed?
There is no blender update with version 2.3.4 Cinemachine? which one should I change?
Im facing the issue too.
Was so stuck on the whole pivot thing around 2:30. The solution was to change "Toggle Tool Handle Position" to "Pivot". I had it set on Center. Imagine the confusion
Thank you so much for this, I was fiddling around with it trying to figure out why it always snapped back to the center of my gun. I appreciate the tip!
When i use Multi-Position Constraint my weapon goes out of the hand and flies away of the character during other animations. Even after Adjusting the Offsets that were really off.
When i first use the Multi-Parent Constraint my weapon goes really far away and need some adjusts too.
@@As4r I had the same problem and I solved it by leaving my character's scale at 1 (before I had it at 1.6)
@@martinvivanco9283 thank you Martin!
If I have a pistol, can I add a pivot to the pistol and simply constrain the pistol pivot to the hand bone? Why or why not?
U earned a subscriber!! Good luck..
Thank you!
Why does weapon pivot change positions when I turn it into the parent
Maybe you have scale set somewhere? It’s fine, just reset the transforms and position again.
You might have 'Toggle Tool Handle Position' set to center and not pivot. Right under component and animation rigging dropdown at the top of unity.
@@marcmuniz2119 Thanks!
@@marcmuniz2119 how can i do that???
@@marcmuniz2119 Using unity 2020.3 I don't see the toggle tool handle position option in the menu. Has it been changed to something else?
why i can't find my comment,anyway.i feel confused, 09:18,we use "Multi-Parent Constraint" to controll the WeaponPivot,and then wen use "Multi-Position Constraint", which means :our model's Clavicle_R affect WeaponPose,then WeaponPose affect the WeaponPivot(the gun we are using),is that right?
i'm confused that,my gun rotates when i look up and down,but the arms never move,they only move when i change "Multi-Position Constraint -> Settings -> Offset -> y", pls help me😂
Hey, are your hand IK rig constraints below the others in the hierarchy? They should resolve after the pivot and and pose have been resolved.
@@TheKiwiCoder hey,thank you for response,actually this is my third message😂 I have to use Vpn so I can talk to you.but it is not stable.
I'm doing my college GraduateDesign and your videos does help me a lot, but still i have some troubles in using AnimationRiggings, so if you get some spare time,maybe you can do me a favor?
I hope i may have your email address so i can send email but not using Vpn to talk to you.
Just for Unity issues ,and i won't bother you after the problems solved, I promise🙏
Ur a legend bro! Thanks so much!
Dude.. After doing all the stuff u said in this vid, it completely broke my character animation and it keeps playing running animation whenever I press any button. I can't even move..
I'm using third person starter assets from unity asset store for this... Plz help me 😭😭😭
If Multi-Aim constraints results in some weird sideways aiming, I was able to fix by changing World Up Type in Multi-Aim Constraint under the Aiming Weapon Pose to Scene Up
Im actually have this problem where if keep aiming in circles my gun spins around. Was this a similar problem? I also can't find that variable you mentioned, "World Up Type" under the multi aim constraint component
@@george-thomasbeazley622 you find any fix to that, i have the same problem
@@CaptainInsano420 RigLayer_WeaponAim->WeaponPose->Multi-Aim Constraint Component->Settings->Constrained Axes
I Unchecked the Z Axes.
@Mridul Rajbhar 's comment from 2 Months ago.
Can you show how to make an offset to Cinemachine when aiming please? It would be nice to be able to move the camera in when aiming to get a more accurate shot
Try animation the fov field on cinemachine
Really good clean and helpfult tutorial.
22:53 however for some reason if I aim layer weight is set to number defined by aimDuration. (if aimDuration is 0.1 then waight is set to 0.9)
but if I set aimDuration to 0 it aims but there is not trasition it just move to aiming position instantly.
could you help me please? (am using unity 2019.4.1f1)
🤔
Try using += not =
I know this video is 3 years old, but I hope someone can help.
I've added a second virtual camera which is positioned right above the right shoulder of the player. I've then set the freelook camera's priority to 10 and the aimcamera's priority to 20 and disabled the aimcamera. In the code when we aim, I then activate the aim camera if the right mouse button is pressed and disable it if not. But when the second camera is active, I suddenly can't look around with the mouse anymore. Can anyone help?
hey man, cool vid, thanks! I (and so many others it seems) needed this vid, and it did not disappoint!
so again, thanks, and have a good one!
also, greetings from a fellow kiwi ;D
Thanks man! It’s great so many have found it useful. Enjoy mate! 🥝🇳🇿
@@TheKiwiCoder thanks, I wish you the best for your future!
So after I add the multi-parent constraint, and switch the transform positions, then play @4:44 the gun goes into my body(zero'd out), but no longer snaps to my hands when playing. My hands revert to their idle position and the gun remains in the player's body, moving with them but not caring at all about the hand location and vice versa, though it all worked fine when the gun was attached to a bone
Thanks so much! This video was immensely helpful! I'm wondering though, how you would handle animations in this case. Let's say, you "Animation Rigged" the character to hold an axe with two hands correctly. Now you want the Animator Controller to play the "axe swing" animation on trigger. But at this moment, the Rigging prevents the hands to correctly follow the animation. Do you just set the RigLayer weight to 0 via code at this moment?
Yeah pretty much. I will be covering new approaches that incorporate animations in my upcoming ai series!
@@TheKiwiCoder nice! Looking forward to that!
is it possible to make the movement differs while aiming? I want that the player goes a littlebit more down in the knee and move 50% less speed. how to archive that?
Create a separate blend tree to control the aiming state, and transition to this using an animation parameter.
Thanks for great tutorial but i have issue with multi aim constrain, It doesn't look to right direction when i try to rotate character
Hello TheKiwiCoder. Thank you very much for this great video. I am having problem at 20:52 where using UnityEngine.Animations.Rigging namespace is written. i am not able to use rigging word. its showing red lines over it. i have updated my animations rigging package too, but still facing same problem. can you please help me.
Same with Unity 2020.3.25f1
@@valeriopatricolo1597 I forgot to put "s" in animation . It's animations . Silly stuff done by me 😂
@@valeriopatricolo1597 I had the same issue. Updated everything and no change. Then I look at the project which the CharacterAim.cs refers to and looked at References. There I saw Unity.Animations.Rigging. I removed it and added it as a reference again. Solved it for me
@@Nikdeckreviews still not working ...anyone help me
@@itsrashid9760 for me i kept animation not animations. just check spelling again.
About a problem, when I move too fast the mouse uses variable sides or the weapon (arms) come out of the right position (Somete When I have to use the aiming option). How to solve this?
Same Problem !!!
Did you get any solution?
Please let me know
@@tejasbele1456 With the new seedlings in the next video
@@tejasbele1456 Mult_Aim Constraint, Constrained Axes. Unmark the Z axis maybe resolve
@@SEBASTIAN3ELIAS Thanks for your reply.
I don't know how, but everything is fine now😅
At 4:23, once use the multi parent constraint i am unable to move the character without using root motion(because i find it easier to control the player without root motion)...is there a workaround for this problem ? please help me out
i solved it finally!!yay!! rewatched the video so many times...wish i could smash the like button more number of times:)
@@adarshkaran6611 how did you solved it??