5:08 is exactly what I was missing. I thought it replaced the animations on the controller, affecting all animators using it. Now I see it's a separate copy of the controller, just with swapped animations. Now I get it. This is going to be so cool! Thanks a ton.
Can i modify on exit time and transitions for the second character that uses override animator? Because i found i need to modify in original animator and i want to modify second one only
Is there anyway to smoothly transition from one controller to another when being changed during runtime? When unarmed, I have Unarmed Animator Controller set. Then when grabbing a weapon, I increase the weight of the Two-Bone Constraint to reach for the weapon. Upon grabbing the new weapon, I set the Animator Override Controller on the weapon so the appropriate animations occur. Problem is when the Override Controller kicks in, it instantly resets the weight of the Two-Bone Constraint. Is there anyway to avoid this? Thanks
Hi, no there isn't a way to smoothly transition between overrides as far as I know. The intended purpose is really for having different animations for different characters rather than switching for one character. Have you tried looking at animation layers instead? You could have a synchronised layer for each weapon with the different animations. Then you could transition from one layer to another by changing the layer weights. Hope that helps 😊
THis is Mind Blowing video..I always Ignored this part thinking whats behind it! Never thought its so easy... can I get a video from u on unity animators's "State Machine Behaviours?"
Thanks for this. We make use of state machine behaviours in our video on Bored Animations - th-cam.com/video/OCd7terfNxk/w-d-xo.html. Hope that helps 😊
Is it possible to modify one of the animations during runtime? For example, my character can be in 3 different walking states based on their health. Normal, Tired, or Injured. If my health value is at 10%, the injured animation would play for walking. If my stamina is at 0, the Tired animation would play. Thank you for the awesome videos!
Hi, yes this is possible and we're planning to cover this in a future video. The best way to do it is with synced animation layers. docs.unity3d.com/Manual/AnimationLayers.html. You could have one layer with normal animations, one with tired animations and one with injured animations. You could then control the weight of each layer depending on health stamina. Hope that helps 😊
Is there an option to exclude some animation from overriding in override controller? It's ridiculous to have that each character had 1000 animations to override, while it only needs override ONLY ONE!!! It's just bad design.
Hi, this is useful if you have several characters that have similar behaviour but differ in their appearance. For example, if you had lots of NPCs walking around a city. You could have different character types e.g. male, female, young, old, and have them animate differently to add more variety to your game. Hope that makes sense 😊
Both were controlled by the same script. It was to demonstrate how the two characters could have the same logic but look different by overriding the animations
I didn't know there was an override controller. thank you
Glad it was helpful 😊
5:08 is exactly what I was missing. I thought it replaced the animations on the controller, affecting all animators using it. Now I see it's a separate copy of the controller, just with swapped animations. Now I get it. This is going to be so cool! Thanks a ton.
Great to hear 😊
Cool. Didn't even know that existed. Thanks
👍😊
Very useful tutorial. Haven't seen much of this arround. Thanks
Glad you found it useful 😊
This is perfect! Thank you for sharing.
I like your posts very much . Please keep going
Thanks for your support 😊
Again, excelent content! Thank you for sharing.
Thanks for this comment 😊
Thank you so much.
👍😊
Thank you for giving this detail explanation
I am begginear student it is helpful for me.
Glad you found it useful 😊
is not necessary to have a prefab variant for this process??
Demonstration is at 4:40
Can i modify on exit time and transitions for the second character that uses override animator? Because i found i need to modify in original animator and i want to modify second one only
Hi, unfortunately I believe you can only override the animations 😓
Does this allso work for more complicated things like Blend Trees and stuff?
Hi, yes it will work with Blend trees 😊
Is there anyway to smoothly transition from one controller to another when being changed during runtime? When unarmed, I have Unarmed Animator Controller set. Then when grabbing a weapon, I increase the weight of the Two-Bone Constraint to reach for the weapon. Upon grabbing the new weapon, I set the Animator Override Controller on the weapon so the appropriate animations occur. Problem is when the Override Controller kicks in, it instantly resets the weight of the Two-Bone Constraint. Is there anyway to avoid this? Thanks
Hi, no there isn't a way to smoothly transition between overrides as far as I know. The intended purpose is really for having different animations for different characters rather than switching for one character. Have you tried looking at animation layers instead? You could have a synchronised layer for each weapon with the different animations. Then you could transition from one layer to another by changing the layer weights. Hope that helps 😊
THis is Mind Blowing video..I always Ignored this part thinking whats behind it! Never thought its so easy... can I get a video from u on unity animators's "State Machine Behaviours?"
Thanks for this. We make use of state machine behaviours in our video on Bored Animations - th-cam.com/video/OCd7terfNxk/w-d-xo.html. Hope that helps 😊
Is it possible to modify one of the animations during runtime? For example, my character can be in 3 different walking states based on their health. Normal, Tired, or Injured. If my health value is at 10%, the injured animation would play for walking. If my stamina is at 0, the Tired animation would play. Thank you for the awesome videos!
Hi, yes this is possible and we're planning to cover this in a future video. The best way to do it is with synced animation layers. docs.unity3d.com/Manual/AnimationLayers.html. You could have one layer with normal animations, one with tired animations and one with injured animations. You could then control the weight of each layer depending on health stamina.
Hope that helps 😊
Do you know how character to climb ladders?
Hi, that is something we have on the list for a future video
Is there an option to exclude some animation from overriding in override controller?
It's ridiculous to have that each character had 1000 animations to override, while it only needs override ONLY ONE!!! It's just bad design.
Hi, there's no way to exclude the animations from appearing in the override controller, but you don't have to override all of them
i did not understand why or where this is usefull, this is not a critic
Hi, this is useful if you have several characters that have similar behaviour but differ in their appearance. For example, if you had lots of NPCs walking around a city. You could have different character types e.g. male, female, young, old, and have them animate differently to add more variety to your game. Hope that makes sense 😊
@@KetraGames so the second char was not controlled by you?
Both were controlled by the same script. It was to demonstrate how the two characters could have the same logic but look different by overriding the animations