Unity VFX Graph - Character Effects Tutorial (Skinned Mesh)

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  • เผยแพร่เมื่อ 28 ม.ค. 2025

ความคิดเห็น • 66

  • @GabrielAguiarProd
    @GabrielAguiarProd  2 ปีที่แล้ว +12

    What an awesome technique right? So many possibilities! Btw don't forget to turn on *Read/Write* on your character mesh import settings. Enjoy!
    *NEW* Check out this Disintegrate effect for characters: th-cam.com/video/we406Hc_WrM/w-d-xo.html
    Made a VFX Graph course btw: www.udemy.com/course/unity-vfx-graph-thunderlord-magic-effects/?couponCode=29.99_UNTIL_20-09

    • @ЭстебанРодро
      @ЭстебанРодро 2 ปีที่แล้ว +1

      Your tutorials are awesome! I am your fan! xD
      Can I use this technique for mobile game? I afraid it is very huge requirement for mobile phone.

    • @mexihkano
      @mexihkano 2 ปีที่แล้ว +1

      I needed to check Read/Write. THANK YOU

  • @paritoshmishra2572
    @paritoshmishra2572 2 ปีที่แล้ว +9

    Your channel is the best source to learn about unity visual effect. Keep teaching us these kind of cool techniques.

  • @MusashiHunter3
    @MusashiHunter3 ปีที่แล้ว +1

    So cool and informative! I've also enjoyed many of your other effect tutorials, such as the weapon trail effect and others. Thank you so much!

  • @dreamisover9813
    @dreamisover9813 2 ปีที่แล้ว +1

    This tutorial is super impressive - Getting such an interesting effect so easily with the new skinned mesh renderer blocks. Especially if now there is no cpu work involved for extra skinning.

  • @erfrid
    @erfrid 2 ปีที่แล้ว +1

    Thanks for another nice tutorial, Gabriel! Please keep up your good work!

  • @yuzan_9614
    @yuzan_9614 2 ปีที่แล้ว +5

    I've never used it before, so it's very helpful!
    It seems that it can be used for various purposes as an expression that conveys character information such as character aura, abnormal condition, attributes, etc.
    English translated by Google

  • @cgcowboy
    @cgcowboy 2 ปีที่แล้ว +14

    Is anyone else getting a weird offset causing the particles to be no where near the skinned mesh?

    • @ghostzone985
      @ghostzone985 2 ปีที่แล้ว +1

      yes, same for every video on this channel

    • @paivaf19
      @paivaf19 2 ปีที่แล้ว +12

      You need to enable the read/write permission off the mesh and hit apply, can be done on the compacted mesh in the menu "rig"

    • @ghostzone985
      @ghostzone985 2 ปีที่แล้ว +2

      @@paivaf19 It helped. I must praise your knowledge and I appreciate your time answering this question

    • @neatodev2249
      @neatodev2249 ปีที่แล้ว +2

      @@paivaf19 THANK YOU ♥♥♥♥♥

  • @pop2147
    @pop2147 2 ปีที่แล้ว +1

    thank you my particle guru. I learned a lot from you.

  • @brandonjames3056
    @brandonjames3056 2 ปีที่แล้ว +4

    If the character will be moving its important to connect the transform position to the bounds center. otherwise the effect will cut off as soon as you move out of range.

    • @danielruizleyva3825
      @danielruizleyva3825 2 ปีที่แล้ว

      what do you mean. how did you do that?

    • @twisted_minds_1
      @twisted_minds_1 ปีที่แล้ว +1

      bro i cant add the character to mesh renderer can you help me

  • @sokir777
    @sokir777 2 ปีที่แล้ว +2

    Awesome!

  • @WheremyPoptart
    @WheremyPoptart 2 ปีที่แล้ว +7

    So I rewatched a few times and I'm not sure why but my particles aren't going all over the skinned mesh. They're just staying at the hips and slowly going up from there. Anyone know why this might be happening?

    • @GabrielAguiarProd
      @GabrielAguiarProd  2 ปีที่แล้ว +2

      Maybe try to assign a different Skinned Mesh?

    • @WheremyPoptart
      @WheremyPoptart 2 ปีที่แล้ว +7

      @@GabrielAguiarProd Figured it out the mesh didn't have the read / write permission set to true. I thought I had already set it but had forgot to hit apply

    • @JonathanReite
      @JonathanReite 2 ปีที่แล้ว +3

      @@WheremyPoptart Thank you! I had the exact same problem

    • @Cell_V.190.0.1
      @Cell_V.190.0.1 2 ปีที่แล้ว +4

      @@WheremyPoptart Thank you for sharing this Delish 😍

  • @Salmonman0604
    @Salmonman0604 2 ปีที่แล้ว +2

    Great Video! This would be amazing for all sorts of RPG status effects.

  • @MaverickPlayer
    @MaverickPlayer ปีที่แล้ว +1

    Thank you very much!

  • @KRGraphicsCG
    @KRGraphicsCG ปีที่แล้ว

    I can see this being useful for turning a character into gold

    • @GabrielAguiarProd
      @GabrielAguiarProd  ปีที่แล้ว +1

      There's also this one, where it it isn't gold, but it's glowing! Might come in handy: th-cam.com/video/tnUPngBEnQ8/w-d-xo.html

    • @KRGraphicsCG
      @KRGraphicsCG ปีที่แล้ว +1

      @@GabrielAguiarProd Dude!!! You are the man!!! And I need to learn how to use the VFX graph and shader graph

  • @ebmpingu
    @ebmpingu 2 ปีที่แล้ว +1

    oh yeah thats what im talking about : )

  • @KalponicGames
    @KalponicGames 2 ปีที่แล้ว +2

    Can we make same thing using shuriken?

    • @GabrielAguiarProd
      @GabrielAguiarProd  2 ปีที่แล้ว +1

      Yes you can. In the Shape module of the Particle System it's possible to assign a Skinned Mesh Renderer, which means you can spawn particles in an animated object/character :)

    • @KalponicGames
      @KalponicGames 2 ปีที่แล้ว

      @@GabrielAguiarProd you have a video that have similar thing but with shuriken? Sorry if I missed it.

    • @GabrielAguiarProd
      @GabrielAguiarProd  2 ปีที่แล้ว

      Not yet. But it could be an interesting video too yes.

  • @GA-qu6jp
    @GA-qu6jp 2 ปีที่แล้ว +1

    the best

  • @victoralexandersilva5212
    @victoralexandersilva5212 ปีที่แล้ว

    i have Read/Write enable, but my particles spawn wherever they want, i've realized that my VFX position wasn't at 0,0,0 and when placed there it kinds of get better, but is not really the same position as my skinned mesh, any solution for this? thanks!

  • @matteosberna735
    @matteosberna735 ปีที่แล้ว

    What if I use URP (for mobile) and I want to crate a similar effect ( using shader graph)?

  • @ezgarrth4555
    @ezgarrth4555 2 ปีที่แล้ว +3

    This should be extremely useful, and I'm guessing it performs better than the re-baking method?

  • @chamathnadeeshan5776
    @chamathnadeeshan5776 ปีที่แล้ว +2

    I tried making this while the VFX object as Child of the Player to move the Object with the Player....which results wierd offset ( which i realize cause of World space and Object space positions)
    After few random property changes i found a wierd FIX which doesnt make any scens at all. So what i did is this;
    1. Change the Local space (L) to World space (W) in Trasnform (position) "Node". which we connect to the Set Position Node.
    2. Then i split the Transform "Property" and connect Rotation and Scale individually to Transform "Node".
    3. Then i add a Subtract Node and Subtract Zero vector from Position vector coming from Transform "property" and connect it to Transform "Node".
    I tried removing either of this steps and it didnt work. But subtrating 0 from the position didnt makes any sence.. Maybe its a Glitch or maybe its a bug?
    Unity version (2021.3.15)

    • @СергейКиров-н5д
      @СергейКиров-н5д ปีที่แล้ว

      I approove. Thanks for this comment and yes, it is the same for me exactly, removing either of the steps ruins everything. Thou my version for now is 2021.3.10f.

    • @roukuo
      @roukuo ปีที่แล้ว +1

      Based on your solution, I found a way to remove the subtract node. So basically what need to have in the Transform (position) Node are two "W" instead of "L". We can easily press on the bottom L to change it to a W, but the top one is greyed out. When we put the Transform property into the Transform (position) node, the L gets greyed out, and we can't change it anymore. So if we use any mathematical operation on the transform property, the transform (position) node does not recognize the transform property node and lets us change also the top L to a W. That's why it works. With that in mind, we can just go into our transform property and change the L to a W in there. That allows us to remove the subtract node and plug the transform property directly into the transform (position) node with both spaces set to World Space.
      Hope that makes the solution more understandable.

    • @DrewVanCamp
      @DrewVanCamp 4 หลายเดือนก่อน

      @@roukuo Thank you so much! I was completely baffled, but got something working close enough with your help and some additional trial and error.

  • @ShaloMArtist
    @ShaloMArtist 2 ปีที่แล้ว

    Hi. Thank for tutorial. Everything so cool, but what can I do to make the particles move smoothly with the character. I mean like the option : simulator space : World ,
    in Particle systems

  • @direc3607
    @direc3607 2 ปีที่แล้ว +1

    Will this be on the Asset store?

  • @SMT-ks8yp
    @SMT-ks8yp 2 ปีที่แล้ว

    Okay, this is cool, but can I do this with a sprite renderer instead of skinned mesh renderer? Everything I find is for 3D.

  • @jahcane3711
    @jahcane3711 2 ปีที่แล้ว

    hey @Gabriel Aguiar Prod. If we purchase one of your courses, can we in any way open a dialogue with you if we have questions? If so, what is the best way for us to do that?

    • @GabrielAguiarProd
      @GabrielAguiarProd  2 ปีที่แล้ว +1

      Yes. Either Udemy or Skillshare have a Q&A section where you can ask any questions related to the course. I will try answer asap. The Q&A is also a great place to find problems from other students and learn from there.

  • @yours_indie_game_dev
    @yours_indie_game_dev ปีที่แล้ว

    i didnt find position for skin mesh found set pos instead for skin mesh, but the main problem is when i set the transform in the inspector the particles are not playing where the mesh is and when the camera frustrum
    isnt facing the vfx they dont play

    • @tienes7748
      @tienes7748 ปีที่แล้ว

      I have the same problem, when I set the transform in the inspector the particles are not playing

    • @tienes7748
      @tienes7748 ปีที่แล้ว +2

      Your VFX Graph needs to be placed at 0;0;0 in your scene, I think

    • @victoralexandersilva5212
      @victoralexandersilva5212 ปีที่แล้ว

      @@tienes7748 this kind of Help, but why it is like that?

    • @alexxxchange
      @alexxxchange ปีที่แล้ว

      woah really? so you cant spawn them in with a prefab? they always have to be at vector3.zero? I'm having the same problems as many others. i have read/ write enabled and the transform linked but particles always appear offset to a seemingly random location@@tienes7748

    • @alexxxchange
      @alexxxchange ปีที่แล้ว +1

      actually for any else that's struggling with this: converting local to world space on both the transforms and the particle system solved this issue for me

  • @olegvaganov8733
    @olegvaganov8733 2 ปีที่แล้ว

    Yo, Mr Gabriel, what is version of Unity in this video? Im askin cuz i cant change "bounds mode" there is no options. And this is URP or HDRP?

    • @GabrielAguiarProd
      @GabrielAguiarProd  2 ปีที่แล้ว +1

      This is URP and it was recorded with Unity 2021.3.

    • @olegvaganov8733
      @olegvaganov8733 2 ปีที่แล้ว

      @@GabrielAguiarProd Ohhh, grand merci.

  • @jasonwilliams8730
    @jasonwilliams8730 2 ปีที่แล้ว +1

    👍

  • @wn22y86
    @wn22y86 2 ปีที่แล้ว +3

    Be sure to enable Read/Write ...🙄

  • @Cos3D
    @Cos3D 2 ปีที่แล้ว

    Why not unreal.engine effect tutorials?