Not really. It's very important to reparent the animation's spine of the fps arms to rotate along with the camera's x euler property. If you don't, it's going to look really weird when you look downward or upward.
this is very nice i really love how simple it actually is and ive tought that it would be fun to parent the camera to the neck or head bone so the hands wont clip and you will have camera shake witch is really cool.
The easiest way would be to attach the weapon model to the hand bone. This way, the weapon model will be “stuck” to the hand. If you’re using Mixamo animation and try to do this however, you may need to make some adjustments (like I’ve described in the video) to the bones manually.
@@semikoder Thanks for answering. I am trying to do this now, but I'm wondering how would I deal with weapon switching. I think I have to find a way to attach a weapon to hand coordinates, programmatically. Have a good one, and keep uploading valuable tutorials.
@@semikoder Hey, I have a working 3rd person controller, with blend tree animations, and I want to "switch" my camera to first person controller. I tried disabling the head and moving my camera there, but the movement does not look OK :D Do you have Patreon? You seem like you know what you're doing. I just want my camera to be on my head level, but not jerky, while running. This is what I have tried so far: parenting my player model, and the camera under a parent object, to avoid jerkiness. Another problem is, I don't want my player to appear headless :D I should first take the time to make a series of recordings, to illustrate what I mean.
@@ignatiusreilly8280 If you would like to get the head animations to your camera's animation, it can be quite tricky. I believe the problem lies on the rotation of the head bone, that's causing the jerky camera movements. Here's what I ended up doing: I made a new parent GameObject to the camera (so that camera can be rotated with a mouse and controlled with the head bone rotation at the same time), and then constantly moved the parent GameObject's rotation to match the head rotation. While doing this, I added a very simple camera stabilization system. This was done by smoothly changing the rotation values (e.g. by using Mathf.SmoothDampAngle), instead of directly applying the rotation. One more thing you need to be careful of is that most run animations will make the player lean forward, which will also make the head of the player go forward. In other words, you're going to have to match the head position with the camera's position as well (since the camera is not a direct child of the head). I will be making a video about this soon (maybe in a month). Otherwise, if you are just wanting to create a first person camera controller, a better way would be to completely detach the camera from the player model and animate the camera independently. I don't have Patreon at the moment, but maybe in the future.
@@semikoder Thanks very much for taking the time to explain. I did not think about the running part, how it would tilt the camera forward. You seem good at explaining, you should think about making a Udemy course! Just pick a topic, which is challenging and doesn't get much coverage here on TH-cam (for example, how to set up FPS arms and camera and IKs. Then record it, put it on Udemy and see how it goes.) I've taken a lot of courses on there, and I can tell you with certainty that you would do good!
I couldn't get the animation to work with humanoid (even when I kept all the bones). Even when I did once, it looked noticeably worse than generic. If you find a way to make it work using humanoid avatar, then please let me know.
If you separate the mesh rather than delete it, you can retarget any humanoid animation and just disable the mesh renderer on the body portion of the model in Unity. Also thanks semikoder!!
I like this tutorial but out of curiosity whats the general approach if I do want to have a full body to be displayable also during gameplay? Lets say for a spectate camera or a death animation?
If I understand your question correctly, you want to have first person animations shown (and only the first person arms) most of the times and have full body displayed at certain scenarios (like spectate camera or death animation as you said)? In that case, a common approach would be to separate the mesh renderers (so it would be separated to something like: head, arms and the rest of the body) and enable/disable those depending on the situation. For things like death animation, you could also create a dummy player model with only the death animation and show that when the player is dead.
When I press C in blender to use the brush to select vertices, why does it only select the bones of the object? I press tab to enter edit mode and have the Layout tab at the top selected. Also, I tried multiple skins and file types. What am I doing wrong?
@@SPEEDRUNHIGHLIGHTS I did that initially but what I also had to do was click "tab" after body was selected, and it worked. I pressed "tab" while armature was selected which is why I got these problems. Thanks for the help.
You could either use a full body animations (without rendering the head for the local player) or have one first person arms model and the full body model both playing the same animations (From local player, only the first person arms will be visible).
Hi im new to animation. im creating project related to AI but somehow I need a unity character which some animation. and for that project I need hand, fingers, and arm movement. i don't know how to work on it. is there any tutorial or help you can do. or any online website where can I get such a character. i think mixamo does not have fingers movement
Unfortunately, I don’t think I’ll be able to do animation tutorial on my own, as I’m also quite inexperienced with animating humanoid characters. However, I do believe Mixamo does provide good animations that also include finger movements.
@@semikoder great. will look into mixamo again. and if you have any mixamo character with animation including finger kindly tell me. it would be very helpful. . and do you have idea of AI? thank you
Great video man, my problem is viceversal, all the market is fully of two arms animations and i need to retargering to a full body animation (only the arms with an avatar mask or something like that) any help?
@@hima8581 To be honest, is puré manual work to create skeleton to share same bones, if you want to have cools weapon reloding animation is better to create from scratch, i found very cool hands rig with ik to improve the work on blender from a TH-cam channel named Polybagel, hope that can help you, i spend a lot of time on research, and there are not a better option UnU
You could keep the whole body for full body animations (but in this case I would still remove the head, otherwise you’ll experience the camera constantly clipping with the head), but in my experience, if you tweak the animations to make it look good for first person perspective, it doesn’t look as good when you look down. A better approach is have a separate body without the head and arms and animate this separately (or you could use animation layers).
@@thejayduck-personal2993 no. Absolutely no. When a game is just first person you say first person or fp. You don't say fps. This is idiotic. Fps means either one of 2 things - Frames Per Second First Person Shooter Those animations don't stand for both definitions. It's not all first person games and not all shooters, only first person shooters.
@@darkigg The point is not the definition of the word, it's what some people (especially developers) usually use it as. Sure he could have used the word FPP (First person perspective) but in this case I do not think FPS is a wrong choice of word because like I said, most first person shooter games are widely known as FPS therefore, some do refer to games in first person perspective as FPS because of this reason. I don't know the exact reason why most do it, I don't know why I refer to it as FPS either but it just stuck with me like it did to others. You might refuse my way of thinking and I do respect your way of thinking as well however, I do not plan on stretching this small issue any longer than it needs to be.
As pointed out above, I was referring to first person animations in general. I admit, I wasn't aware of the correct definition. I apologize for possible misconceptions, I'll definitely be more careful with wording the next time. Although, there are some shooter animations available on Mixamo as well, in case you are interested; the process should be identical to the steps I've described.
FANTASTIC Tutorial! You covered everything necessary, and nothing extra
Not really. It's very important to reparent the animation's spine of the fps arms to rotate along with the camera's x euler property.
If you don't, it's going to look really weird when you look downward or upward.
this is very nice i really love how simple it actually is and ive tought that it would be fun to parent the camera to the neck or head bone so the hands wont clip and you will have camera shake witch is really cool.
Any good tips on camera placement? FOV? Clipping planes.. that sort of stuff.
Thanks for explaining this. I am having trouble adding FPS arms and keeping the weapons attached to the hands. I'm new to animations.
The easiest way would be to attach the weapon model to the hand bone. This way, the weapon model will be “stuck” to the hand.
If you’re using Mixamo animation and try to do this however, you may need to make some adjustments (like I’ve described in the video) to the bones manually.
@@semikoder Thanks for answering. I am trying to do this now, but I'm wondering how would I deal with weapon switching. I think I have to find a way to attach a weapon to hand coordinates, programmatically.
Have a good one, and keep uploading valuable tutorials.
@@semikoder Hey, I have a working 3rd person controller, with blend tree animations, and I want to "switch" my camera to first person controller. I tried disabling the head and moving my camera there, but the movement does not look OK :D Do you have Patreon? You seem like you know what you're doing. I just want my camera to be on my head level, but not jerky, while running. This is what I have tried so far: parenting my player model, and the camera under a parent object, to avoid jerkiness. Another problem is, I don't want my player to appear headless :D I should first take the time to make a series of recordings, to illustrate what I mean.
@@ignatiusreilly8280 If you would like to get the head animations to your camera's animation, it can be quite tricky. I believe the problem lies on the rotation of the head bone, that's causing the jerky camera movements. Here's what I ended up doing: I made a new parent GameObject to the camera (so that camera can be rotated with a mouse and controlled with the head bone rotation at the same time), and then constantly moved the parent GameObject's rotation to match the head rotation. While doing this, I added a very simple camera stabilization system. This was done by smoothly changing the rotation values (e.g. by using Mathf.SmoothDampAngle), instead of directly applying the rotation. One more thing you need to be careful of is that most run animations will make the player lean forward, which will also make the head of the player go forward. In other words, you're going to have to match the head position with the camera's position as well (since the camera is not a direct child of the head). I will be making a video about this soon (maybe in a month).
Otherwise, if you are just wanting to create a first person camera controller, a better way would be to completely detach the camera from the player model and animate the camera independently.
I don't have Patreon at the moment, but maybe in the future.
@@semikoder Thanks very much for taking the time to explain. I did not think about the running part, how it would tilt the camera forward. You seem good at explaining, you should think about making a Udemy course! Just pick a topic, which is challenging and doesn't get much coverage here on TH-cam (for example, how to set up FPS arms and camera and IKs. Then record it, put it on Udemy and see how it goes.) I've taken a lot of courses on there, and I can tell you with certainty that you would do good!
Thank you for making this video
this method is awesome 🔥🙌🏻
awesome tutorial
why does it have to be generic and not humanoid?
thank you so much for this tutorial ^^
bro it show "import fbx error" how to fix that bro please bro give any solution for that bro...
Why do yo use a generic avatar instead of a humanoid? Does it not work? Awesome tutorial. Gonna give this a go tomorrow.
I couldn't get the animation to work with humanoid (even when I kept all the bones). Even when I did once, it looked noticeably worse than generic. If you find a way to make it work using humanoid avatar, then please let me know.
If you separate the mesh rather than delete it, you can retarget any humanoid animation and just disable the mesh renderer on the body portion of the model in Unity.
Also thanks semikoder!!
How did you change the right click skin of unity? Even in dark mode mine is light it's terrible..
That's because I'm using a GNOME desktop on Linux operating system. I don't think that can be changed within Unity.
I like this tutorial but out of curiosity whats the general approach if I do want to have a full body to be displayable also during gameplay? Lets say for a spectate camera or a death animation?
If I understand your question correctly, you want to have first person animations shown (and only the first person arms) most of the times and have full body displayed at certain scenarios (like spectate camera or death animation as you said)?
In that case, a common approach would be to separate the mesh renderers (so it would be separated to something like: head, arms and the rest of the body) and enable/disable those depending on the situation. For things like death animation, you could also create a dummy player model with only the death animation and show that when the player is dead.
@@semikoder that gives me a couple ideas I could try implementing thanks
man... its just as easy as duplicating the animation to edit it.. LORD I have suffered haha thank you
That looks helpfull i will use this one time thanks.
When I press C in blender to use the brush to select vertices, why does it only select the bones of the object? I press tab to enter edit mode and have the Layout tab at the top selected. Also, I tried multiple skins and file types. What am I doing wrong?
I had the same issue. It is maybe like me. I had the armature selected by default on the right pannel. I selected the body and i worked !
@@SPEEDRUNHIGHLIGHTS I did that initially but what I also had to do was click "tab" after body was selected, and it worked. I pressed "tab" while armature was selected which is why I got these problems. Thanks for the help.
Hey Im trying to do a Multiplayer FPS but how does this work with the character ? Because enemies will see only arms
You could either use a full body animations (without rendering the head for the local player) or have one first person arms model and the full body model both playing the same animations (From local player, only the first person arms will be visible).
Hi im new to animation. im creating project related to AI but somehow I need a unity character which some animation. and for that project I need hand, fingers, and arm movement. i don't know how to work on it. is there any tutorial or help you can do. or any online website where can I get such a character. i think mixamo does not have fingers movement
Unfortunately, I don’t think I’ll be able to do animation tutorial on my own, as I’m also quite inexperienced with animating humanoid characters. However, I do believe Mixamo does provide good animations that also include finger movements.
@@semikoder great. will look into mixamo again. and if you have any mixamo character with animation including finger kindly tell me. it would be very helpful.
. and do you have idea of AI? thank you
Great video man, my problem is viceversal, all the market is fully of two arms animations and i need to retargering to a full body animation (only the arms with an avatar mask or something like that) any help?
hey you found a solution?
@@hima8581 To be honest, is puré manual work to create skeleton to share same bones, if you want to have cools weapon reloding animation is better to create from scratch, i found very cool hands rig with ik to improve the work on blender from a TH-cam channel named Polybagel, hope that can help you, i spend a lot of time on research, and there are not a better option UnU
nice vid
semikoder, why do you only keep the arms and not the whole body?
You could keep the whole body for full body animations (but in this case I would still remove the head, otherwise you’ll experience the camera constantly clipping with the head), but in my experience, if you tweak the animations to make it look good for first person perspective, it doesn’t look as good when you look down.
A better approach is have a separate body without the head and arms and animate this separately (or you could use animation layers).
it isn't working, i watched the video thrice
Nice 👍
thanks for Brazil...
josh
Bruh you obviously don't know the definition of an FPS game....
To be fair, nowadays FPS stands for both perspective and a game with shooting mechanics. So I don't see any problem in this title.
@@thejayduck-personal2993 no. Absolutely no. When a game is just first person you say first person or fp. You don't say fps. This is idiotic.
Fps means either one of 2 things -
Frames Per Second
First Person Shooter
Those animations don't stand for both definitions.
It's not all first person games and not all shooters, only first person shooters.
@@darkigg The point is not the definition of the word, it's what some people (especially developers) usually use it as. Sure he could have used the word FPP (First person perspective) but in this case I do not think FPS is a wrong choice of word because like I said, most first person shooter games are widely known as FPS therefore, some do refer to games in first person perspective as FPS because of this reason. I don't know the exact reason why most do it, I don't know why I refer to it as FPS either but it just stuck with me like it did to others. You might refuse my way of thinking and I do respect your way of thinking as well however, I do not plan on stretching this small issue any longer than it needs to be.
As pointed out above, I was referring to first person animations in general. I admit, I wasn't aware of the correct definition. I apologize for possible misconceptions, I'll definitely be more careful with wording the next time. Although, there are some shooter animations available on Mixamo as well, in case you are interested; the process should be identical to the steps I've described.
I don't ever once seen anyone refer to a non-combat fps as "fp"