THANK YOU! I was trying for the run and idle animations in my game, and it was glitching. I didn't know about the blendin and priority options so Blender was confused. Thanks!!! This is the one tutorial in 15 mins of searching that actually worked....
Let's say I make a jump animation *(I actually did by the way)* you'll obviously need a fall and landing animation. How would you set thus up? My problems are as follows. 1) When the character is in the air, all of the other animations are playable, even the running. 2) Even if I did make the falling and landing animations, I don't know how to organize them in a way where none of the other animations interfere until the fall animation ends and/or the player lands on something. I also have some questions about punching, but that can wait for now, I just want to make a dude who can perfectly navigate my 3D space for right now, thanx.
*+TheTimst3r* Sorry, but when it comes to Python, I'm like a toddler. My computer's too slow to even play the game, and my brain is too under-developed to comprehend more than half the things going on in that file of yours. If it is at all possible. could you please make a simple tutorial, JUST going over the issues I have where all you do is cover how to make certain character animations and movements true or false depending on what's going on, even if you have to use python? I can't find a solution anywhere else at all.
To solve your problem you need to take a step back and look at whats happening: 1. to detect if the player is in the air you need an inverted collision or ray sensor which triggers a property 'jump' to be true, then only play animations when the property is false. I can't make a tutorial specifically for you (unless you want to sponsor it), as it needs to be useful for everyone. Eventually you will have to learn how python etc. works, as there won't always be a tutorial for what you want to learn.
*ThaTimst3r* That sounds reasonable. different animations and motions need to be made to be true or false depending on the property being collided with. Could you at least tell me where each of those properties would go *(as in, which objects would have which properties/logic bricks, the armature, rhe collision box for the character, the character model itself, or the floor?)* so that I can be pointed in the right direction here? Also, I know I know I'll have to learn Python in order to make this game work the way I intend. Do I need to learn it from scratch, or can I just start from a blender learning curve?
Great video! Now I have a problem, but maybe you have a video for that too... (havent found any though) I want to play different actions at the same time. I heard that this would be possible with the animation layers. I tried it but it didn't work. Lets say I'm making a snowboard game... While the rider is gaining speed he increases his ducking stance. So the ducking stance is dependent on the velocity. At the same time I want to be able to play a leaning left/right action at any given ducking frame. Therefore I would need to play both animations at the same time. Do you know if this is possible? Maybe you already got a video regarding this issue? Thanks for your answer in advance!
In the modifiers tab you need to make sure that the animation modifier is at the top, use the little arrows at the top of the modifier to push them up or down.
Nice i discover what is that bug in change animation knife from idle to atack.STUPID continue blocking action in same layer.I remove all continue in my action and set correct priority and work fine.thanks
***** In that case you must be parenting a child to a parent which would cause a parenting loop which isn't allowed. Unparent everything except for the rig (alt+p). Then just parent the rig to the cube (select the rig THEN the cube and press CTRL + P).
Using transparency for this would be a waste, just go to the physics tab (in BGE) and click invisible OR go into the outliner and disable the render icon for the object OR setup an always and visibility logic to make it invisible. The first option is probably easiest.
hey bro ,always , when I create a new action I must deleate the previous keyframes from the previous animation?? I do not how I create action, always keyframes for last action appears in the new one..... perphaps I shall fake the user, create the new one and instantly name it with specific convenction name and so far and so for it.
Yay awesome tutorial! One of the most easiest-to-follow animting tutorials. Can you do a tutorial on third person stuff like tps mouselook and controls and camera collision and those sorta stuff
Thanks. But I wanted my charcter to move in the direction of the camera when i press WASD. The creator did put links in the comments to make the character move in the direction of the camera but im a very bad pyhton scripter and didnt know what it meant
TheJoshWah I haven't really looked much into third person at all, so I'm not much help. If its too hard why not post a thread in the support section? I'm sure there are people that will tweak it for you or have alternative methods of achieving this.
It doesn't have to be a cube, it could also be a cylinder. Basically the idea is that when the character moves, you want the animation to play in the current location. If you do not have a movement cube, then the player rig will snap back to the center of the world everytime the animation plays, whereas using a parent allows you to determine where this "center" is.
just what I was looking for no wonder my mesh was going bonkers literally going crazy all over the place needed that movement cube why is that though?can it be done without a movement cube?
+bANKINGhO Perhaps using a movement empty. When you move an animated object, the position will update, but the keyframes will not. This means that when you want to play the action/animation, your object will snap back to the "correct" position (determined by the keyframes). This happens when the animation is played globally. If you parent it to a movement cube/empty however then the position is not being changed, only the position of the parent is changing. This will make the animation local, meaning that the position of the parent determines the position of the animation, instead of the global position.
Hi there, I followed your tutorial to make one of my characters walk, made an action in dopesheet, saved it. But when i press P nothing happens... :s reeaaaly weird :-). Any id what i'm missing here?
+ThaTimst3r Hi I solved it, have been searching on forums and such and it was my subdivision surface modifier who was giving the error, i had to place him below the armature, or apply him, then it worked :-D. But thanks for the reply :-)
Thanks so much for the blender file is really going to help me a lot because I am designing my own little hub world as well. As I said thanks so much. This is can save me so much time modelling now I can focus on my game by and everybody have a great day
This doesn't work for my character:( The animations and logic is perfect but when I play the game, the mesh is all messed up and crazy looking please help
+Anthony Wooten Are you using any other modifiers? Have you used an addon such as rigify? Also make sure you have a movement cube, check my reply to bANKINGhO
Short answer: No Long answer: As soon as you say "with little on coding" it means that you aren't ready for proper game development yet. There are lots of python tutorials on my channel and if you want to learn python from scratch you can also learn the basics from code academy. Even if you are good with code what you mentioned would take months to create even for a whole studio like DICE.
Yeah i figured it out i actualy didnt had a movement cube at all. Now i just need to know how to get rid of it (make it invincible or something) so player wont see it but it will be there
ThaTimst3r Wow man you are the best. I am actualy working on a game which would be fps and the characters will be from minecraft but they will be animated. Like combat arms with minecraft. :)
ThaTimst3r Excuse me i forgot to ask something. How to speed up the animation because my character is walking fast but the animation is to slow. (Sory if i am anoying i am actualy new in blender so i am curious)
tristan blažek go to the action editor (under dopesheet). Select the animation you want to shorten. Press A to select all keyframes, go to frame 0 on the timeline. Press S, X, 0.5 (that will halve the length of the animation). You can also press S, X and then drag the mouse.
ThaTimst3r Thanx it worked but when i press "p" to play it goes as it should but when i make 1 step it slides on the ground for some time and then it walks again, slides... Please help or maybe it is just my lagg :) And excuse my english
+Ta Co I means an item gets processed first. Imagine a stack of plates, that you have to clean. You will always take off the top plate off the stack. So in regards to animations, anything near the top will be processed first. (e.g. 0)
7 years on and im loving it!
THANK YOU! I was trying for the run and idle animations in my game, and it was glitching. I didn't know about the blendin and priority options so Blender was confused. Thanks!!! This is the one tutorial in 15 mins of searching that actually worked....
Thanks, this is very useful as usual.
Let's say I make a jump animation *(I actually did by the way)* you'll obviously need a fall and landing animation. How would you set thus up? My problems are as follows.
1) When the character is in the air, all of the other animations are playable, even the running.
2) Even if I did make the falling and landing animations, I don't know how to organize them in a way where none of the other animations interfere until the fall animation ends and/or the player lands on something.
I also have some questions about punching, but that can wait for now, I just want to make a dude who can perfectly navigate my 3D space for right now, thanx.
Here is a .blend that might be helpful:
ruclips.net/video/HjD5d_skTeU/видео.html&ab_channel=ThaTimst3r
*+TheTimst3r* Sorry, but when it comes to Python, I'm like a toddler. My computer's too slow to even play the game, and my brain is too under-developed to comprehend more than half the things going on in that file of yours. If it is at all possible. could you please make a simple tutorial, JUST going over the issues I have where all you do is cover how to make certain character animations and movements true or false depending on what's going on, even if you have to use python? I can't find a solution anywhere else at all.
To solve your problem you need to take a step back and look at whats happening:
1. to detect if the player is in the air you need an inverted collision or ray sensor which triggers a property 'jump' to be true, then only play animations when the property is false.
I can't make a tutorial specifically for you (unless you want to sponsor it), as it needs to be useful for everyone. Eventually you will have to learn how python etc. works, as there won't always be a tutorial for what you want to learn.
*ThaTimst3r* That sounds reasonable. different animations and motions need to be made to be true or false depending on the property being collided with. Could you at least tell me where each of those properties would go *(as in, which objects would have which properties/logic bricks, the armature, rhe collision box for the character, the character model itself, or the floor?)* so that I can be pointed in the right direction here?
Also, I know I know I'll have to learn Python in order to make this game work the way I intend. Do I need to learn it from scratch, or can I just start from a blender learning curve?
Great video!
Now I have a problem, but maybe you have a video for that too... (havent found any though)
I want to play different actions at the same time. I heard that this would be possible with the animation layers.
I tried it but it didn't work.
Lets say I'm making a snowboard game... While the rider is gaining speed he increases his ducking stance. So the ducking stance is dependent on the velocity. At the same time I want to be able to play a leaning left/right action at any given ducking frame. Therefore I would need to play both animations at the same time.
Do you know if this is possible? Maybe you already got a video regarding this issue?
Thanks for your answer in advance!
bro i m new to blender i need your help..is there any way that u can go through my model...?
I followed every single step but when i press p nothing happens at all, What do you mean with top of the stack?
In the modifiers tab you need to make sure that the animation modifier is at the top, use the little arrows at the top of the modifier to push them up or down.
Nice i discover what is that bug in change animation knife from idle to atack.STUPID continue blocking action in same layer.I remove all continue in my action and set correct priority and work fine.thanks
It seems that the blendin is only possible for armature animations, is there no way to do it with default objects?
+marc2ster Not that I am aware of. In what context is it being used? there might be an alternate way.
+ThaTimst3r I control the armature with emptys connected to ik bones and would like to blendin the animations of those emptys
marc2ster Perhaps somehow delay how fast the armature tracks to the empty (influence?) This should smooth out the difference when changing animations.
When I run BGE my character is stuck in the T pose? Help???
what if my rig is fully parented and when I parent the cube it just messes up the whole thing? What can I do instead?
Explain messes up? If it glitches make sure the character + rig are no collision, otherwise apply the scale to all objects.
+ThaTimst3r when I parent the cube it unparents the other parts
***** In that case you must be parenting a child to a parent which would cause a parenting loop which isn't allowed. Unparent everything except for the rig (alt+p). Then just parent the rig to the cube (select the rig THEN the cube and press CTRL + P).
+ThaTimst3r thank's for the help, managed to make it work. Great video, also helped me a lot.
hmmm ... I wonder if there is going to be any kind of problem when i export the character into Unity ... specially with the cube
+Jonatan Diaz You will most likely need a movement cube in unity as well. The only thing that won't work is any python or logic on the object.
I'm assuming you just hit h and hide the cube after? Or is it best to give the cube a transparency or decrease its material volume in this case?
Using transparency for this would be a waste, just go to the physics tab (in BGE) and click invisible OR go into the outliner and disable the render icon for the object OR setup an always and visibility logic to make it invisible. The first option is probably easiest.
hey bro ,always , when I create a new action I must deleate the previous keyframes from the previous animation?? I do not how I create action, always keyframes for last action appears in the new one..... perphaps I shall fake the user, create the new one and instantly name it with specific convenction name and so far and so for it.
How do you edit values like a intensity on a light or is that not possible
right click and insert key frame. This only works for some properties though, not all.
Ok man thanks i got it :)
this help me out so much thanks a million ThaTimst3r !
Yay awesome tutorial! One of the most easiest-to-follow animting tutorials. Can you do a tutorial on third person stuff like tps mouselook and controls and camera collision and those sorta stuff
Try this: blenderartists.org/forum/showthread.php?243721-Third-Person-Camera&highlight=Mobious
Thanks. But I wanted my charcter to move in the direction of the camera when i press WASD. The creator did put links in the comments to make the character move in the direction of the camera but im a very bad pyhton scripter and didnt know what it meant
TheJoshWah I haven't really looked much into third person at all, so I'm not much help. If its too hard why not post a thread in the support section? I'm sure there are people that will tweak it for you or have alternative methods of achieving this.
Great but when i click dynamic at the psyhic it doesnt fall on the plate instead of that it floads on it. any help?
Set all parts of the character to no collision, except for the movement cube.
hi, thanx very much for the video, only i don't understand why we need the cube?
It doesn't have to be a cube, it could also be a cylinder. Basically the idea is that when the character moves, you want the animation to play in the current location. If you do not have a movement cube, then the player rig will snap back to the center of the world everytime the animation plays, whereas using a parent allows you to determine where this "center" is.
Hi. I have a walk animation and an idle animation. how can I make is so that when no keys are pressed, it switches to the idle animation.
+Fletcher Time select invert on the keyboard sensor with 'all keys' also selected.
Thanks!
just what I was looking for no wonder my mesh was going bonkers literally going crazy all over the place needed that movement cube why is that though?can it be done without a movement cube?
+bANKINGhO Perhaps using a movement empty. When you move an animated object, the position will update, but the keyframes will not. This means that when you want to play the action/animation, your object will snap back to the "correct" position (determined by the keyframes). This happens when the animation is played globally. If you parent it to a movement cube/empty however then the position is not being changed, only the position of the parent is changing. This will make the animation local, meaning that the position of the parent determines the position of the animation, instead of the global position.
Thanks! once again you helped me out of trouble ;)
Hi there, I followed your tutorial to make one of my characters walk, made an action in dopesheet, saved it. But when i press P nothing happens... :s reeaaaly weird :-). Any id what i'm missing here?
+BD Creations & Games (MrHoax82) Are you in the game engine? also you will need to change the rig from pose mode to object mode
+ThaTimst3r Hi I solved it, have been searching on forums and such and it was my subdivision surface modifier who was giving the error, i had to place him below the armature, or apply him, then it worked :-D. But thanks for the reply :-)
I have strange problem, when i go to texture mood and press "P" nothing happens!
Make sure the armature modifier is at the top of the stack and that your actuator is actually being activated.
say i wanted to play a grabbing animation when i press "e" i have the animation and i set it up properly so how come it didnt play the animation?
Apachai321 make sure you have the correct animation selected and make sure the animation is on the correct object (e.g. the armature).
ThaTimst3r ok thx
THANK YOU SO MUCH!!!
Thanks so much for the blender file is really going to help me a lot because I am designing my own little hub world as well. As I said thanks so much. This is can save me so much time modelling now I can focus on my game by and everybody have a great day
good job
This doesn't work for my character:( The animations and logic is perfect but when I play the game, the mesh is all messed up and crazy looking please help
+Anthony Wooten Are you using any other modifiers? Have you used an addon such as rigify?
Also make sure you have a movement cube, check my reply to bANKINGhO
Can you maybe make some videos on making a mmo fps game with safe zones a boss level plus a ranking system all with little to on coding
Short answer: No
Long answer:
As soon as you say "with little on coding" it means that you aren't ready for proper game development yet. There are lots of python tutorials on my channel and if you want to learn python from scratch you can also learn the basics from code academy.
Even if you are good with code what you mentioned would take months to create even for a whole studio like DICE.
oh ok
Yeah i figured it out i actualy didnt had a movement cube at all. Now i just need to know how to get rid of it (make it invincible or something) so player wont see it but it will be there
under physics select invisible.
ThaTimst3r
Wow man you are the best. I am actualy working on a game which would be fps and the characters will be from minecraft but they will be animated. Like combat arms with minecraft. :)
ThaTimst3r
Excuse me i forgot to ask something. How to speed up the animation because my character is walking fast but the animation is to slow. (Sory if i am anoying i am actualy new in blender so i am curious)
tristan blažek go to the action editor (under dopesheet). Select the animation you want to shorten. Press A to select all keyframes, go to frame 0 on the timeline. Press S, X, 0.5 (that will halve the length of the animation). You can also press S, X and then drag the mouse.
ThaTimst3r
Thanx it worked but when i press "p" to play it goes as it should but when i make 1 step it slides on the ground for some time and then it walks again, slides... Please help or maybe it is just my lagg :) And excuse my english
can we make our character move (with its legs moving ) by using python coding in blender help plz!!!!!!!
Yes using IK constraints and moving the target location with python
great my friend!!! it could be better if use a bvh file???
wow this is so easy to do! how do i save animations to use them with unity?
You'll have to look up a blender to unity export tutorial, I don't know unity very well.
Hey! Vsauce, Michael here!
Thanx man that was awesome tutorial and i apreshiate that you answered to all my comments. Sub and like.
what does the top of thr stack mean?
+Ta Co I means an item gets processed first. Imagine a stack of plates, that you have to clean. You will always take off the top plate off the stack. So in regards to animations, anything near the top will be processed first. (e.g. 0)
ThaTimst3r thanks, but my character still isnt moving 😅 its probably my rigg or something
Ta Co Rigify doesn't work and also make sure the armature modifier on the mesh is at the top of the stack
super thanx 💓💓💓💓, I solve the problem of P! I Change the engine from cycles to game engine
It did not work at all. My character did nothing.
+Carson Wolford Make sure the armature modifier is at the top of the stack
good timst3r
still handy @ 2,78
:0
what if i have an animation if my characater is doing nothing (so he doesnt just stand there) how do i add that in?