Thank you so much for the tutorial! I've been wanting to learn AnimationTree but got scared of how complex it looked, and thought that I'd have a better control by code only. Didn't realize how convenient it is with the "expressions"
This is insane! I was absolutely losing it last night trying to make my character do the same with the animation tree. This video pretty much solves everything I was frustrated about. Expressions are amazing. Thanks for making this video
Tbh.... I like those -.- lol this one is good, I think my problem is my mind is racing elsewhere, in my head, I think i can figure it out, but I haven't yet, which is why I'm watching this.... yeah endless vicious cycle. But again, that's MY problem.
It took me a while to understand the basics in this video, but if I had watched this I wouldve understood it so much faster and easier. Thank you also for explaining Capture vs Discrete. I think I finally understood that. If you ever make an advanced one I'll be looking forward to it.
Thanks! I was working in animation and didn't know we can scale everything with a last variable. I use to edit the scale time for each animation... What a wast of time and complexity added..
Can you please make a tutorial video on how to make a character selection shop where players can buy characters using gems or coins. And select them to play with the particular sprite animation and frames
Bro, can ye do a hit state and death state for player in animation tree (state machine). Since I've to go to hit state regardless of mai current state, I've to connect all state to hit state and it can get messy. Is there a better way?
New to Godot Script, can anyone explain the "@onready var player : Player = get_owner()" code at 1:41 in more detail? In my own project, I am told I do not have "Player" in the current scope, and I am not sure what I should be calling here. Is it the CharacterBody2D node? Thanks in advance for any help!
Player is a custom type, defined via ‘class_name Player’ at the top of whatever script defines what you want Player to be/do. Chances are the base class type of Player is indeed CharacterBody2d or something similar though! Custom types are very nice because they then show up in the add new node dialog and will automatically associate the right script, and for restricting the type of export variables like in this example to not just any Node or CharacterBody2d, but specifically only Players, or Enemies, or whatever other custom subclass you needed.
Thank you! Very helpful. Only one moment about "set" method. Official doc says: "...set, get, call, has_method, has_signal, etc. Note that these methods are much slower than direct references."
"first thing you do is add the animation tree" but what about the animation player... i have no idea what to do with it or why it exists instead of just using a animatedsprite2d
Can u please help me my imported files " i cant drag them and use it for further edit it is showing readonly im currnetly using godot4 mobile version please help me
@resonance_sky the problem is you can't describe what is fundamentally a spider web without describing a spider web. You could nest your animation trees, but that would be even harder to understand.
@@zacharychristy8928 40 states would be horrid either way but it would be easier to set up in code alone. I think the real benefit you get out of animation trees comes from 3d and handling rigged models where you are constantly cutting between different animations and you want it to be seamless. Put another way, if you need animatinon state to be something other than the logical state they can be useful. I can't think of a single good reason to set up animation trees for simple 2d sprite animations, that's what the animation player is for.
had been trying to figure out how conditions and expressions in state machines worked for ages with no luck. thank you so much!!
Oh dang, that's a whole new animation rabbit hole to go down! But looks like a powerful way to do animations!
Thank you so much for the tutorial! I've been wanting to learn AnimationTree but got scared of how complex it looked, and thought that I'd have a better control by code only. Didn't realize how convenient it is with the "expressions"
These tutorials are so easy to follow yet comprehensive enough to be generalized and useful. Keep it up!
Brilliant! This was a great breakdown of Animation Trees
This is insane! I was absolutely losing it last night trying to make my character do the same with the animation tree. This video pretty much solves everything I was frustrated about. Expressions are amazing. Thanks for making this video
I have been waiting for this video for so long... thank you!
Love the pacing, it's hard to find a tutorial that doesn't treat you like you never opened godot before
Tbh.... I like those -.- lol this one is good, I think my problem is my mind is racing elsewhere, in my head, I think i can figure it out, but I haven't yet, which is why I'm watching this.... yeah endless vicious cycle. But again, that's MY problem.
Incredibly helpful! I tried to figure this out on my own and failed and was really despairing. Thank you so much for sharing!!
Amazing presentation as always.
It took me a while to understand the basics in this video, but if I had watched this I wouldve understood it so much faster and easier. Thank you also for explaining Capture vs Discrete. I think I finally understood that. If you ever make an advanced one I'll be looking forward to it.
Man you have no idea how much I ́ve been struggling with this. Thank you so much!
I'll be returning to this several times! 😯
I absolutely love your tutorial videos, they really help visualize different ways of doing things
Thank you so much. I was having troubles with animation tree and almost done with it, but you clarify me a lot.
bro i was just checking if you've posted something new. great timing.
Nice video!! I love your tutorials, makes me learn a lot, keep up the good work
Oh that makes so much sense I love this tutorial thank you!
Amazing Tutorial, godot animation trees have been horrible for mr to learn but this video explained them in a straight forward and unique way!
great tutorial 👍
Really good tutorial, finally I learnt what does Capture do lol
it was really helpful! thanks.
One of the best teachers.
When I saw you at the search result I knew that I would have a great video explaining
Great tips but the pace is to fast for me.
It is just right for me
you can change the playback speed to make the video a bit slower😊
Not only can you change the playback speed but it helps the creator to run the video at a lower speed thanks to how YT calculates retention.
Lol like its a poll. @kr4bkr4b68
Skill issue
Thanks! I was working in animation and didn't know we can scale everything with a last variable. I use to edit the scale time for each animation... What a wast of time and complexity added..
I'm stuck in tutorial heaven with your videos
please make more videos youre best programming youtuber (except maybe brackeys idk)
So the Animation Node Blend Tree is similar to the node system in blender, cool.
Can you please make a tutorial video on how to make a character selection shop where players can buy characters using gems or coins. And select them to play with the particular sprite animation and frames
First
That's cheating😂
Bro, can ye do a hit state and death state for player in animation tree (state machine). Since I've to go to hit state regardless of mai current state, I've to connect all state to hit state and it can get messy. Is there a better way?
Wow, really nice video! I learned a lot about Animation Trees! I want to ask though, can similar functionality be implemented in Unity?
New to Godot Script, can anyone explain the "@onready var player : Player = get_owner()" code at 1:41 in more detail?
In my own project, I am told I do not have "Player" in the current scope, and I am not sure what I should be calling here. Is it the CharacterBody2D node?
Thanks in advance for any help!
Player is a custom type, defined via ‘class_name Player’ at the top of whatever script defines what you want Player to be/do. Chances are the base class type of Player is indeed CharacterBody2d or something similar though!
Custom types are very nice because they then show up in the add new node dialog and will automatically associate the right script, and for restricting the type of export variables like in this example to not just any Node or CharacterBody2d, but specifically only Players, or Enemies, or whatever other custom subclass you needed.
Ah, that makes sense, I didn't not recognize it was a class. Thank you for the explanation!
Thank you! Very helpful.
Only one moment about "set" method. Official doc says:
"...set, get, call, has_method, has_signal, etc. Note that these methods are much slower than direct references."
Do you think all of this works for 3d games as well in godot?
"first thing you do is add the animation tree"
but what about the animation player... i have no idea what to do with it or why it exists instead of just using a animatedsprite2d
how about the performance? is animation tree make it better or worse?
Can u please help me my imported files " i cant drag them and use it for further edit it is showing readonly im currnetly using godot4 mobile version please help me
What if you have 40 state in Animation Trees, and it will be spider webs in state...
Can you imagine managing those 40 states in code instead???
@@zacharychristy8928 yes, you can do that in code but still using Animation Tree without spider webs....
i'm not expert, just saying my opinion.
@resonance_sky the problem is you can't describe what is fundamentally a spider web without describing a spider web. You could nest your animation trees, but that would be even harder to understand.
@@zacharychristy8928 40 states would be horrid either way but it would be easier to set up in code alone. I think the real benefit you get out of animation trees comes from 3d and handling rigged models where you are constantly cutting between different animations and you want it to be seamless. Put another way, if you need animatinon state to be something other than the logical state they can be useful.
I can't think of a single good reason to set up animation trees for simple 2d sprite animations, that's what the animation player is for.
No wonder most game tutorials just don't do animations or have 1 or 2 states.
Thank you so much I feel like a new person and I can't wait to mansplain animation trees to everyone at the next party i attend
Second B)
Could not understand anything from the video, this is scary.