I spent a few months trying to use constraints from some other random video and searching through Unity docs. Your videos are awesome because they go from nothing to something in an organized, step-be-step approach, with detailed explanations for other things that might vary ('your model might need different offsets', 'the CharacterController will work too'). 13 minutes -- now it all makes sense. Enums as a bonus! Like your enthusiasm and positive attitude, very inspiring. What I'd like to see -- if you click one of the blue bone renders, how do you get the Hierarchy to expand to it? I have to type in the bone name, one click would be faster
Today I watched all your videos about animations. The videos are just amazing! The explanations are simple and clear. I got a lot of useful information and pleasure from watching. Thanks!
Awesome video! I'm an asset store publisher, and I made a procedural animation package, and I still found a lot of interesting information in your videos!
Seeing this I wonder how I came up with something way more complicated that still isn't done yet and giving me headaches! Will refactor it asap, thanks a lot!
You really should upload more videos. We need you! It would be perfect if you could create a "root motion based locomotion" tutorials, which will have basics from AAA games, such as basic walk/run/sprint, start/stop movement, rotating in place, leaning to input, turning based on input changes (for example if we are going forward and press backwards key)
✨ More procedural animation content is finally here! Let's dive into animation rigging in Unity and set up the constraints necessary for environment interactions! What procedural animation projects would you want to see in the future? Let me know in a comment below! The project files for anyone who wants to get hands on the project without building the whole thing yourself: www.patreon.com/posts/project-files-in-93861078 Smash that like button if you can't wait to learn! Cheers!🍻 -Nicky
In case you mentioned it, ignore, but the order of components in a rig is of importance. Which is why having the multirotational component after the twoboneIK works correctly. Had you had the IK afterwards, the IK would either override the result or have a different starting point (fuzzy on that one, haven't touched animation rigging in over a year)
Great video Nicky, keep it up! I really like Jason's content but Brackey's left such a void (not his fault), and you are really stepping up and I appreciate you. I hope I can create some game dev content next year. Your content is really good.
Hey thank you for such kind words! Tbh these videos have taken me longer than I expected and there’s still a good amount to go which can be disheartening… especially when they aren’t performing incredibly well. But stuff like this make me feel like I’m helping the community and that’s made the time easier.
@@iHeartGameDev, Please, definitely keep going. In the past week I started using Unity. I made a terrain, imported some characters, a fps character controller and then got stuck on trying to make home move. I spent the better part of the day trying to figure it out. So confusing. Then I found your video. I've watched the first half of this many times in the last few hours and now I have a palms up character to mess around with tomorrow for the 2nd 1/2 of the video. I'm gonna go ahead and watch the last 1/2 tonight but after 2 crashes today, I rebooted and am calling it a night. I lost my work both times 😢 Thank you for the effort!
Thank you for putting such neat details like checkmarks in the video Much appreciate your efforts in your tutorials - they are really educating I learned Unity a lot from your videos very fast
Good video overall, just one comment though, there is no common naming suggestion for enums other than to use PascalCase in c# documentation (afaik). Not sure if this an opinionated naming scheme you've encountered (or maybe overlapped from some C++/Unreal stuff where prefixing is more commonly suggested), but just a callout (i've worked on a lot of different code bases and both microsoft and the local teams have never used E to denote it as a prefix ((if anything we are more likely to encounter someone using a common suffix like "Type" or "State/Status" to denote enum in comparison to a "Model" for a class of properties for data exchange)). Only wanted to notate it to make sure that idiomatic code is taught (or pointed out if a preference for your own codebase).
I’m thinking of doing game dev, because I understand most of the elements for basic coding and programming. but I’ve only done them with scratch and I’m not sure what to do.
TY for the tutorial, but this is the first one in the series that has a showstopper for me.. The type or namespace name 'StateManager' could not be found (are you missing a using directive or an assembly reference?)
Great video! I have a question, Is there an easy way to add to arm IK shoulder movement because, without that movements seem to be stiff and unnatural?
Hey there! Thanks for watching! I feel like this can be handled with an additional constraint! Like adding a multirotation constraint to the torso so that it twists in the direction of the wall or something along those lines. That's the cool thing about procedural animation is that it's all controlled by code, which means that your imagination is the limit!
@@iHeartGameDev It was GMTK/Mark Brown's most Inventive game 5 years ago. Here's his video on it talking about the movement: ruclips.net/video/4NNPr2Ay4OM/видео.html&ab_channel=GameMaker%27sToolkit
I don't understand how we will manage our states behaviour on the base of inputs. like the new state that we create should work on any input and should stop when we left that input.
In play mode my character kind of crunches up around 3:10, and moving around the target and the hint in scene view are not moving it around at all. I am using the Mixamo Y bot though, if that helps. It seems to have the same amount of bones and all of the same naming conventions.
Hi, I saw this video of yours and it was very useful for me, thank you, but can use the same video instead of the buttons use joystick for android please thank you، I've been in this deadlock for months، Iam waiting for you.
Can you create a mobile touch controller using starter assets, please mam because starter assets not provided a better touch controller for looking. So, please Can make my dream tutorial please😢😢😢
Brother please make a tutorial with full screen touch FPS control using new starter assets and in third person please. Till now no one has made this tutorial on RUclips. And brother, I need it very much now and I tried to make it but I could not make it. Please tell me what are you doing brother? 😭😭😭 Please I need this. Like Pubg, Free firee and other games touch look controller.
I spent a few months trying to use constraints from some other random video and searching through Unity docs. Your videos are awesome because they go from nothing to something in an organized, step-be-step approach, with detailed explanations for other things that might vary ('your model might need different offsets', 'the CharacterController will work too'). 13 minutes -- now it all makes sense. Enums as a bonus! Like your enthusiasm and positive attitude, very inspiring. What I'd like to see -- if you click one of the blue bone renders, how do you get the Hierarchy to expand to it? I have to type in the bone name, one click would be faster
This is my favorite comment so far. Thank you! The amount of time that goes into editing is worth it for compliments like this.
I agree with you! He's the best! 👌👌❤️
Today I watched all your videos about animations. The videos are just amazing! The explanations are simple and clear. I got a lot of useful information and pleasure from watching. Thanks!
Thank you for watching! I have a new one coming out soon!
Actually the smartest and best Dev content on RUclips! Two months was way too long for another one of these!
Thank you for the kindness!
I was already hyped for this video as soon as I saw the community post, but I didn't know it would be this easy :p
We waited so long for this video, please upload more about procedural animations, our dev team is struggling
What other procedural animation projects would you be interested in seeing?
@@iHeartGameDev for example, climbing a ladder, punching in the direction where the character is looking
Awesome video! I'm an asset store publisher, and I made a procedural animation package, and I still found a lot of interesting information in your videos!
Awesome! Thank you loopupka! What package did you make??
Another absolute banger, thanks for setting the standards so high for dev tutorials!
Thanks for such kind words! Means a lot! -Nicky
This is hands-down the best channel I've encountered about Unity. Many thanks for the effort to summarise and publish the knowledge you have!
Nice bro i was looking for it and suddenly you posted this video great work❤
I love to hear that! Thank you for the support! :D
Very helpful! Feel like after watching this I actually understand how its working and its not just a tutorial where you copy and paste.
Nice one, looking foward to it, ta
See you in a few hours at launch!!
Using preview has been a godsend.. what a great tip.
Awesome content, it’s great how you explain how things work in detail, not everyone takes the time to do that.
Thank you! It does take a lot of time, but when people appreciate it, then it tells me that it’s worth it!
I'm enjoying the procedural animation series a lot 😎
Thank you Alex! One day the whole thing will be complete 😅
perfect timing i just got to the point of trying to rig up my character model, thanks for great content :)
Awesome to hear! I hope your project is coming along nicely!
Seeing this I wonder how I came up with something way more complicated that still isn't done yet and giving me headaches! Will refactor it asap, thanks a lot!
Awesome to hear! I hope you can share it!
You really should upload more videos. We need you! It would be perfect if you could create a "root motion based locomotion" tutorials, which will have basics from AAA games, such as basic walk/run/sprint, start/stop movement, rotating in place, leaning to input, turning based on input changes (for example if we are going forward and press backwards key)
Thank you for the support. I’d love to make more videos. Time is my number one opponent these days 😅
man I wish we had you making content on the unreal side :D great video!
✨ More procedural animation content is finally here! Let's dive into animation rigging in Unity and set up the constraints necessary for environment interactions! What procedural animation projects would you want to see in the future? Let me know in a comment below!
The project files for anyone who wants to get hands on the project without building the whole thing yourself: www.patreon.com/posts/project-files-in-93861078
Smash that like button if you can't wait to learn!
Cheers!🍻
-Nicky
In case you mentioned it, ignore, but the order of components in a rig is of importance. Which is why having the multirotational component after the twoboneIK works correctly. Had you had the IK afterwards, the IK would either override the result or have a different starting point (fuzzy on that one, haven't touched animation rigging in over a year)
This is a good point! I’m not sure if I’ve ever mentioned it in my videos, but you are certainly correct!
Great video Nicky, keep it up! I really like Jason's content but Brackey's left such a void (not his fault), and you are really stepping up and I appreciate you.
I hope I can create some game dev content next year. Your content is really good.
Hey thank you for such kind words! Tbh these videos have taken me longer than I expected and there’s still a good amount to go which can be disheartening… especially when they aren’t performing incredibly well. But stuff like this make me feel like I’m helping the community and that’s made the time easier.
@@iHeartGameDev, Please, definitely keep going. In the past week I started using Unity. I made a terrain, imported some characters, a fps character controller and then got stuck on trying to make home move. I spent the better part of the day trying to figure it out. So confusing. Then I found your video. I've watched the first half of this many times in the last few hours and now I have a palms up character to mess around with tomorrow for the 2nd 1/2 of the video. I'm gonna go ahead and watch the last 1/2 tonight but after 2 crashes today, I rebooted and am calling it a night. I lost my work both times 😢 Thank you for the effort!
Thank you for putting such neat details like checkmarks in the video
Much appreciate your efforts in your tutorials - they are really educating
I learned Unity a lot from your videos very fast
Thanks so much, PotatoManager420! I’m glad they help you 😊
Great tutorial! Is there an estimated date for the next one?
Great video as always but are we gonna wait another few months for the next video about procedural animation?
Thanks so much! I'll try my best to get the next out faster!!
Awesome. I'm really looking forward to the next video@@iHeartGameDev
@@FriendlyNeighborhoodCJ Thank you!!
took time but worth it
This sires is too fun!
Good video overall, just one comment though, there is no common naming suggestion for enums other than to use PascalCase in c# documentation (afaik). Not sure if this an opinionated naming scheme you've encountered (or maybe overlapped from some C++/Unreal stuff where prefixing is more commonly suggested), but just a callout (i've worked on a lot of different code bases and both microsoft and the local teams have never used E to denote it as a prefix ((if anything we are more likely to encounter someone using a common suffix like "Type" or "State/Status" to denote enum in comparison to a "Model" for a class of properties for data exchange)). Only wanted to notate it to make sure that idiomatic code is taught (or pointed out if a preference for your own codebase).
Hi thanks for the awesome video
I faced an error when using the two bone constraints
The ik_target works but the ik_hint doesn't work
You can make a video, but for feet ik for slopes?
Also nice video 👍
I’m thinking of doing game dev, because I understand most of the elements for basic coding and programming. but I’ve only done them with scratch and I’m not sure what to do.
*Love It* ❤
great video
Thank you for watching 😊
TY for the tutorial, but this is the first one in the series that has a showstopper for me..
The type or namespace name 'StateManager' could not be found (are you missing a using directive or an assembly reference?)
I rewatched the video and I see the Base Folder that has those scripts, where did they come from?
Great video! I have a question, Is there an easy way to add to arm IK shoulder movement because, without that movements seem to be stiff and unnatural?
Hey there! Thanks for watching! I feel like this can be handled with an additional constraint! Like adding a multirotation constraint to the torso so that it twists in the direction of the wall or something along those lines. That's the cool thing about procedural animation is that it's all controlled by code, which means that your imagination is the limit!
I am on pins and needles
I hope you enjoy it!
I missed the part where you create your bananmans walking animation
Please make Video about ik system in unity
Hi! Since nobody else I've asked has tried, would you consider making a Snake Pass-type of snake movement?
I’m not sure what snake pass is!
@@iHeartGameDev It was GMTK/Mark Brown's most Inventive game 5 years ago. Here's his video on it talking about the movement:
ruclips.net/video/4NNPr2Ay4OM/видео.html&ab_channel=GameMaker%27sToolkit
@@iHeartGameDev I've asked several of the big "copy game mechanics" channels, a few have responded, but none have actually done it.
What about fingers Do we animate manually?
If they are not in an open position, yes, you'd have to manually open them up!
I don't understand how we will manage our states behaviour on the base of inputs.
like the new state that we create should work on any input and should stop when we left that input.
In play mode my character kind of crunches up around 3:10, and moving around the target and the hint in scene view are not moving it around at all. I am using the Mixamo Y bot though, if that helps. It seems to have the same amount of bones and all of the same naming conventions.
I had a base model with no animation set, once I defaulted to an animation like Idle it worked just like in the video.
is it possible to use perlinnoise with this topic an how would you implement it
this feels too much but I think I'm gonna try it anyway
Give it your best shot! Trying is the first step to success!
updates for the next part anytime soon?
Hi, I saw this video of yours and it was very useful for me, thank you, but can use the same video instead of the buttons use joystick for android please thank you، I've been in this deadlock for months، Iam waiting for you.
Could I possibly do this in UE5???
I hope you could have more time to upload. 2 months is too long. Hehe
Can you create a mobile touch controller using starter assets, please mam because starter assets not provided a better touch controller for looking. So, please Can make my dream tutorial please😢😢😢
Brother please make a tutorial with full screen touch FPS control using new starter assets and in third person please. Till now no one has made this tutorial on RUclips. And brother, I need it very much now and I tried to make it but I could not make it. Please tell me what are you doing brother? 😭😭😭 Please I need this. Like Pubg, Free firee and other games touch look controller.
Please brother
who else thinks that he looks like CHARLIE PUTH. coz he absolutely does. Wait! Are you charlie puth ?
Where is the code, Lebovski?
are you brother or cousin of www.youtube.com/@samyam (samyam) ? 😅
please brother i need it
It will only take you 10 minutes to make this.
FK