Make Animations WITHOUT making Animations! (Grab Items, Carry Objects, Do Anything, IK)

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  • Опубликовано: 6 фев 2022
  • ✅ Use Animation Rigging to take basic animations and make new unique anims!
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    💬 I'm not an animator so the way I get animations is I just buy them from the Unity Asset Store.
    That works for general animations like basic Locomotion or Weapons, but for more unique scenarios it's impossible to find exactly what I want.
    I cannot make animations in Blender but what I can do is use the Animation Rigging package and using that I can take a normal basic Idle animation and using some IK I can move the hands around to pretty much create whatever unique animations I need.
    Things like making the character pick up an item or carry some objects or point somewhere, all of those can be build with Animation Rigging on top of a basic Idle or Walk animation.
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Комментарии • 128

  • @CodeMonkeyUnity
    @CodeMonkeyUnity  2 года назад +8

    🌍 Get the GameDevTV Code Monkey Bundle! unitycodemonkey.com/courses.php
    👍 Learn Unity, Blender and Programming Patterns, from Beginner to Advanced!
    🔴 RELATED VIDEOS 🔴
    Make your Animations DYNAMIC with Animation Rigging! (Unity Tutorial) ruclips.net/video/LEwYmFT3xDk/видео.html
    FREE Characters and FREE Animations for your GAMES! (Mixamo) ruclips.net/video/c4jtyDA7vcs/видео.html
    Kickstart your game with First and Third Person Controllers! (FREE Unity Starter Assets) ruclips.net/video/jXz5b_9z0Bc/видео.html
    💬 I'm not an animator so the way I get animations is I just buy them from the Unity Asset Store.
    That works for general animations like basic Locomotion or Weapons, but for more unique scenarios it's impossible to find exactly what I want.
    I cannot make animations in Blender but what I can do is use the Animation Rigging package and using that I can take a normal basic Idle animation and using some IK I can move the hands around to pretty much create whatever unique animations I need.
    Things like making the character pick up an item or carry some objects or point somewhere, all of those can be build with Animation Rigging on top of a basic Idle or Walk animation.
    📝 POLYGON Heist - Low Poly 3D Art by Synty
    assetstore.unity.com/packages/3d/environments/urban/polygon-heist-low-poly-3d-art-by-synty-97949?aid=1101l96nj&pubref=makeanimswithoutanims

    • @bitmammothOG
      @bitmammothOG 2 года назад

      Your courses are on sale right now :) I got them for a really great deal!

  • @aaronduerst
    @aaronduerst 2 года назад +26

    people like you make unity so great. im a programmer and i can say, without any hasitation: the unity community is incredibly helpful and kind and active. second to none

  • @Eckster
    @Eckster 2 года назад +62

    Really this shows how powerful animation rigging/procedural animation is, because even if you WERE a good animator, you wouldn't be able to make an animation that can dynamically adjust for a variety of items positioned in various locations.

    • @kodaxmax
      @kodaxmax 2 года назад +10

      You could. You just need to make 5000 or so slightly different animations and setup the relevant thousands of triggers for picking something up... and then another few thousand foe walking, throwing etc... or just learn procedural animation.

    • @dassatisfan
      @dassatisfan 2 года назад +3

      Animation that can adapt to variable location is also called IK rig, just saying

    • @kodaxmax
      @kodaxmax 2 года назад +1

      @@dassatisfan Inverse Kinematics is just one optional part (though arguably the best way).

    • @smokingheadstudiogerman5299
      @smokingheadstudiogerman5299 2 года назад +1

      ​@@kodaxmax Here a better - perfect - Solution.
      if you do not need "Transitions" you can handle your Animator with strings.
      For example:
      CharkakterName
      CharakterPlace
      CharakterValueToPlace
      CharakterHandle
      CharakterDoSomething (Animation Order)
      Call your Animation like this.
      For example:
      PeterStoolBeforeSitDownRead
      After this, overhandle the String to your Animator.
      So:
      AnimationOrder = (charakterName + CharakterPlace + CharakterValueToPlace + CharakterHandle + CharakterDosomething )
      Animator.Play(AnimationOrder);
      Okay, after you have your (for example) variable Grap Animation in this case, your Charakter is sitting down.
      Now you just need the Target.
      Take the Hand, or something you want to steer, mostly: the best Result will be given by the ForArm.
      The Problem with IK Changes is always, that they bring a lot Problms @ the Build Process.
      So:
      Take the Forarm, and give him a Script, for example: MyForeARmController
      There you do 3 Floats:
      X Y Z
      After this, late Update:
      X Y Z = your wished Position. You also can use "look at Target".
      And that s it.
      If you hit the Trigger you want, just give the Target to the Position.
      Do just 1 simple Animation to grap, and correct all other with your 3 Floats,
      And you will have a 100% fitting Animation to all possibilitys you need.
      IF you put your Grap Animation into a Layer Arms only, you will also able to use it, if you Stand, Run, Croch or doing some other Staff.
      its also useful to correkt Positions, without to using a complex, complicatet IK, in that case, no position fit s to the real position, because: no IK Change can every hit really the Position, for example: a Item is on 1 1 1 your ik need to be on 1 1 2
      and this difference, makes IK very unusable for a lot of cases.
      Here not.

  • @SkeleTonHammer
    @SkeleTonHammer 2 года назад +10

    As an aside, you should be using this even if you DO know how to animate your own "picking up" animations. Because you can play your pick up animation, then blend to IK to make the hand move exactly to the item at the appropriate part of the animation.

  • @lemetamax
    @lemetamax Год назад

    Can't believe I missed this video, thanks Code Monkey!
    I also made the character look at the object he's about to pick before reaching his hand out to it. I used a multi aim constraint and simply used a lerp to adjust the weight value.
    Helpful tip: Instead of pressing play, setting up the hint or target's Transforms, then copy component, go out of play mode and paste component. I would just enable preview in the idle animation on the animation window, setup the Transform of the hint or target, copy component, exit preview and then paste component. It saves you the 3 seconds unity takes to enter play mode.
    Of course the target still has to be a child object of the animator component. After setting it up to satisfaction, you can then unparent the target.

  • @forestwaregames
    @forestwaregames 2 года назад +4

    GameDevTV rocks! I learned everything from them.

    • @CodeMonkeyUnity
      @CodeMonkeyUnity  2 года назад +1

      Yup they're awesome! I'm almost done with the Blender course, I've learned a ton!

  • @MikeOlaoye
    @MikeOlaoye 2 года назад +5

    This is the smartest way if you don't know much about animations! Thank you code monkey!

  • @MarushiaDark316
    @MarushiaDark316 2 года назад +18

    Have you seen Lost Relic Game's video on "Avoiding Animator Hell" in which he totally bypasses Animator transitions when working in 2D? If not, I'd recommend it. Would love to hear your thoughts on it. One thing I haven't yet tried is seeing if it'll work with substates within the Animator.

    • @CodeMonkeyUnity
      @CodeMonkeyUnity  2 года назад +5

      Yup I've seen that, it's an interesting approach but yes you sacrifice transitions so really only suitable for sprite based animations.
      If you have that type of animation then yup I think that's a good approach that might indeed help simplify things.
      It pretty much works the same way as my custom animation system that I've used in so many of my games, there's usually no transition, just jumping from one animation to the next.

  • @arthurdarocharuzinsky8182
    @arthurdarocharuzinsky8182 2 года назад

    Whoa I didn't know that I can do animations like this type of rig on Unity, thanks a lot

  • @Salmontres
    @Salmontres 2 года назад +1

    Wow! Very good tut

  • @SkeleTonHammer
    @SkeleTonHammer 2 года назад +2

    The animation rigging package is also excellent if you need IK arms for your VR project, though you'll have to do your homework to get it working just right.

    • @CodeMonkeyUnity
      @CodeMonkeyUnity  2 года назад

      That's an interesting use case, I need to find some time to research some VR, lots of interesting challenges!

  • @suicune2001
    @suicune2001 2 года назад

    Thanks!

  • @dayvord
    @dayvord 2 года назад

    Thanks, sir Monke.

  • @neelamshahi8630
    @neelamshahi8630 2 года назад

    Great awesome dynamic

  • @sparkles4844
    @sparkles4844 Год назад

    AWESOME!!!

  • @anshumanyadav24816
    @anshumanyadav24816 8 месяцев назад

    Still We Love Your Approach The Way You Approach The Problem And The Innovative Solution You Came With XD

  • @jojikYT
    @jojikYT 2 года назад +2

    Would like to see how the animation looks like when the item is behind the player. :D

  • @freezinfire
    @freezinfire 2 года назад

    awesome!

  • @WolfServant
    @WolfServant 2 дня назад

    any plans for an updated version of this video using the new input system based on you more recent tutorials like when you set up the IIntractable system?

  • @ALLTHEWORKS11
    @ALLTHEWORKS11 Год назад

    hi.. in my case, @8:04 the character hand moves to the target position as soon as I press play.. the animation layer is always working on top all existing layers, just like as shown @4:31

  • @omarwahbi1012
    @omarwahbi1012 2 года назад

    Great video Code Monkey. I was wondering if you could make a video showing us how to make a coin splash effect for example after smashing a box coins get splashed out of it so that the player can collect.

  • @AD-uf7cy
    @AD-uf7cy Год назад +1

    08:04 Before running animation, we assign the target entity to HandIKtarget serialized field, right?

  • @freezinfire
    @freezinfire 2 года назад +1

    If I were to make a multiplayer fps, then is my approach correct for interactions?
    I am to plan a Trigger collider in front of the player inside the camera as a gameObject and then use it to check if the player can aim/interact/melee.
    Is this method ok or should I be choosing some other method?

    • @CodeMonkeyUnity
      @CodeMonkeyUnity  2 года назад +1

      Yup if the object has a collider then this method is great.
      I covered some more interaction methods here ruclips.net/video/BJ4bNFPuDWA/видео.html

  • @uoi100Games
    @uoi100Games 2 года назад +2

    Do you have to setup dynamic rigging for each individual character or is it possible to make 1 generic rig that all the characters can use? I'm using vroid studio characters and I have dynamic rigging setup for one character but I don't want to go through the process of setting up dynamic rigging for all of them manually.

    • @CodeMonkeyUnity
      @CodeMonkeyUnity  2 года назад +2

      If they all have the same bone setup then you can just swap the SkinnedMeshRenderer

    • @uoi100Games
      @uoi100Games 2 года назад

      ​@@CodeMonkeyUnity Thanks for the quick reply, I couldn't get the SkinnedMeshRenderer idea to work so I decided to just make a wrapper for my characters and add dynamic rigging via code.

  • @megaspeeder
    @megaspeeder 2 года назад

    Could you make a video on making a player move on a moving vehicle? Like in Last Oasis. Cheers!

  • @quiet7056
    @quiet7056 2 года назад

    Nice

  • @brodakarat6340
    @brodakarat6340 Год назад

    would you also want to disable the interaction immediately? what if you press E while its in the hand

  • @haruruben
    @haruruben 2 года назад

    nice 😎

  • @aucusticguitar8069
    @aucusticguitar8069 9 месяцев назад

    I have an issue with this. I want the player hands to be IK, but the rest of the body is moved with physics. The problem is that the arms act as an invisible wall, restricting movement when the arms collide with the body. Is there any way to make collisions override the animations?

  • @Kerpeten_recai
    @Kerpeten_recai 2 года назад

    Could you make a video about making in easy way pixel animation like handling item,walking,fighting,dying etc.

  • @personmuc943
    @personmuc943 2 года назад

    Thank you! Is it recommended to use Unity animator instead of 3rd party software like blender?

    • @CodeMonkeyUnity
      @CodeMonkeyUnity  2 года назад

      For making complex animations you should probably use Blender, Unity's animator is a bit limited, especially for creating humanoid animations

    • @personmuc943
      @personmuc943 2 года назад

      @@CodeMonkeyUnity Thanks, does make a difference in game performance If I use unity animator instead of blender to animate my rigged models?

  • @alekjwrgnwekfgn
    @alekjwrgnwekfgn 2 года назад

    This will be great for (car) door handles… if you were making a GTA third person tutorial series. Hehe..

  • @tacticalmythic7945
    @tacticalmythic7945 Год назад

    hey there, when I try to animate the rig on the animation around 6:00, I get an error saying missing that's yellow. I tried searching a lot saying the animator is on the wrong object or this object was moved, but I just started animating so nothing was moved from the parent, etc. Any help is appreciated.

    • @CodeMonkeyUnity
      @CodeMonkeyUnity  Год назад

      Yellow in the animation window? Usually that means it cannot find the child object. The name needs to be exactly what was recorded in the animation. If you change the name of a child object the animation breaks

  • @Naomi-jg9mw
    @Naomi-jg9mw Год назад

    For the 'RightHandGrabitem' at 8:44 when I put the weight to 0 for the first key frame the arm isnt going to the idle position its staying as reaching for the item. Can anyone help with this please? (:

  • @tomascampo2283
    @tomascampo2283 3 месяца назад +1

    Very Interestig! I will get them on my game somehow, i am just wondering how to make the IK target to change to another target, so the player can choose what item to pick if there are several

    • @CodeMonkeyUnity
      @CodeMonkeyUnity  3 месяца назад +1

      You cannot change the actual target object, so what you can do is just teleport the target object onto the new target

  • @gaboandres
    @gaboandres 2 года назад +1

    Hello! I know it's not related to this video, but I think it would be great if you do a tutorial on how to make a file explorer with Unity, because I tried it once, but apparently Unity doesn't support Windows dialogs boxes. It's just something I haven't been able to figure out for months :c originally it was an idea for an old project that I abandoned but now it's more of a need to know how to achieve it 😂

    • @CodeMonkeyUnity
      @CodeMonkeyUnity  2 года назад +1

      Yeah I think for that you need to directly interface with the Win32 API, I used it in making hte Transparent Unity Window ruclips.net/video/RqgsGaMPZTw/видео.html

    • @gaboandres
      @gaboandres 2 года назад

      ​@@CodeMonkeyUnity Wow thanks! I'll check it out! :D

  • @zORg_alex
    @zORg_alex 9 месяцев назад

    I'd actually made an animation and lerped IK strength there and back with item reparenting in the middle. One animation corrected with IK.

  • @ravinaashetty
    @ravinaashetty 2 года назад

    Could yo make a tutorial for 3D autotarget for webzip

  • @brandonjacksoon
    @brandonjacksoon 2 года назад

    Hey Mr. Code Monkey! Can you make a game or a describe the logic of Vampire Survivors
    game in your next "how it's make" episode?
    It's super popular but I remember in your course you make an RPG game with with similar game mechanics.
    I believe this will be very useful for yours subscribers or for new watchers. Thank you!

    • @CodeMonkeyUnity
      @CodeMonkeyUnity  2 года назад

      I've heard a lot about that game but haven't played it yet, need to find some time asap!

  • @user-js7ud9du2y
    @user-js7ud9du2y Год назад +1

    apparently final ik is better but the animation Rigging helps with many other things too

    • @CodeMonkeyUnity
      @CodeMonkeyUnity  Год назад +1

      Main difference is Final IK is a paid third party tool and Animation Rigging is free built into the engine. But yeah Final IK probably has more features so if you can afford it it's a great tool

  • @random_precision_software
    @random_precision_software 2 года назад +1

    Call the security guard ! He's a shoplifter !

  • @rahulkumarmahato6974
    @rahulkumarmahato6974 2 года назад +1

    I think you are making a full game with polygon heist pack.

    • @CodeMonkeyUnity
      @CodeMonkeyUnity  2 года назад

      It's a great pack! I've seen a bunch of Steam games using it

  • @shawnkays6232
    @shawnkays6232 3 месяца назад

    Would you say that GameDevTv's 3D Unity course employs good coding practices, like your channel does?

    • @CodeMonkeyUnity
      @CodeMonkeyUnity  3 месяца назад

      It's been a while since I went through that course but yup I do remember they structured everything in a very good way

    • @shawnkays6232
      @shawnkays6232 3 месяца назад

      @@CodeMonkeyUnity Awesome, great to hear. Thank you very much for the response!

  • @USBEN.
    @USBEN. 2 года назад

    I know how to make animations, but it would be very stupid to make separate animation for each action.
    This package is a must if you don't want headaches.

  • @cryptoworldgames
    @cryptoworldgames 2 года назад

    says he doesnt know how to do something, then shows you the easy way to split atoms into antimatter to make time machine

  • @zbeb118
    @zbeb118 2 года назад +4

    Great video as always, there is one question I got.
    Are you thinking of making a tutorial on pathfinding with procedural animations/walking using IK? Something like in Codeers video: ruclips.net/video/vqJMEzN_c-U/видео.html
    I think you get the idea, I think that it would be an amazing addition to your course.
    Anyways have a great week and keep up the good work :)

    • @CodeMonkeyUnity
      @CodeMonkeyUnity  2 года назад +2

      Yup procedural animation is a topic I'd love to explore. Adding pathfinding on top of a moving object can be tricky, although I think the A* Pathfinding Project asset can deal with that.

    • @zbeb118
      @zbeb118 2 года назад

      @Code Monkey That's great to hear, hope you will get to it one day because it is something so fun to play with but hard to setup

  • @sakit4829
    @sakit4829 Год назад

    May i get the itemgrabbable script?

  • @RobertoDomenella
    @RobertoDomenella 2 года назад

    One of the thins that stops me from using Animation Rigging is that I can't see the Rig work while not in play mode. But here in the video I see that it works in edit mode, how?!

    • @CodeMonkeyUnity
      @CodeMonkeyUnity  2 года назад

      You need to be in Animation Preview mode, I mentioned all the states in where it's active in the Animation Rigging video ruclips.net/video/LEwYmFT3xDk/видео.html

  • @kingchelios
    @kingchelios 2 года назад

    I can't understand how the itemGrabbable position can be the IK Target. In my project the target is absolutely not on my hand, I have to put it like -2 in y axis to be at the "right" place. I'm sure I'm doing something wrong but don't know what

    • @CodeMonkeyUnity
      @CodeMonkeyUnity  2 года назад +1

      Either the issue is with how you set it up, maybe you selected the wrong bones for the IK, or maybe the issue is with the character rig, try with another character

    • @kingchelios
      @kingchelios 2 года назад

      ​@@CodeMonkeyUnity I'm pretty sure bones are correct, I redid it again a few times haha
      And my character is also a Polygon Character, with the 3rd person controller Starter Assets
      But I think it's the Animator of the Starter Assets who makes everything off. Cuz it breaks walk and idle animations too, legs became off etc
      I watched your 3 videos on the package and I have issues with all my tries
      You have an homemade animator / animations for this ep ?

    • @kingchelios
      @kingchelios 2 года назад

      Ok so finally I'm pretty sure the problem is the Skeleton of polygons characters. Cuz the root gameObject size is set to 0.01 by default ( and I read on internet than the root as to be at 1 to works properly with the rigging package
      Even with that I can't get it work, I see that some people have to open it on blender and export it with the right size but I can't open my characters in blender without break them

  • @ferhatkaya9217
    @ferhatkaya9217 2 года назад

    You really do this with using Starter Assets. İ deleted PlayerArmature mesh, put my character, everything is fine but when i set up animation rigging clicking PlayerArmature, it gives error. İ cannot control the hand. İ put this rig as child object of skeleton, no error, i can control the hand. But this time when i apply two bone ik, i cannot move Target and Hint, also when i put them under right hand, it gives me yellow errors. İt says it should be child object of animator something like that. btw i downloaded character from Autodesk character generation website

    • @kingchelios
      @kingchelios 2 года назад

      You need to have the root gameobject of your character at the same level of the rig

  • @angad1222
    @angad1222 2 года назад +1

    Hey I love your videos. Can i ask how to make games both in unreal and in unity?

    • @CodeMonkeyUnity
      @CodeMonkeyUnity  2 года назад

      You can't use both at once, pick one. If you want to go with Unity then my whole channel is Unity Tutorials.

    • @angad1222
      @angad1222 2 года назад

      @@CodeMonkeyUnity ok thanks, I learn a lot from your videos

  • @yusufbasori9841
    @yusufbasori9841 7 месяцев назад

    did i miss something? is there a video of itemGrabbable script were created?

    • @CodeMonkeyUnity
      @CodeMonkeyUnity  7 месяцев назад

      It's just a basic script with almost nothing inside it, just has a function to show the icon and a function to destroy itself, that's it
      The script is mainly just used to identify a draggable item

  • @bhanukadasanayaka3457
    @bhanukadasanayaka3457 2 года назад

    can you make tutorial for how to make MOD Compatibility game. like for uploading new maps, models

    • @r1pfake521
      @r1pfake521 2 года назад

      You can use AssetBundles (old but easier, in my opinion) or the new Addressables system

    • @r1pfake521
      @r1pfake521 2 года назад +1

      Looks like posting links is not allowed, enter "Introduction to Modding Unity Games With Addressables" in Google and it should show a blog post with a modding example

  • @garmadon-vo2yg
    @garmadon-vo2yg 2 года назад

    Can you make a game launcher tutorial .

    • @CodeMonkeyUnity
      @CodeMonkeyUnity  2 года назад

      I actually did that! ruclips.net/video/dELZXHlYqj4/видео.html

  • @athakmaurya164
    @athakmaurya164 Год назад

  • @ImJustLucky0
    @ImJustLucky0 2 года назад

    crisis vrrigade?

  • @sarahpuspdew
    @sarahpuspdew Год назад

    where's the ItemGrabable code?

  • @tslordahl
    @tslordahl Год назад

    In here you are duplication animations like its the easiest thing to do (and it probably is if you know what to do!), BUT there is no way I can duplicate any of my animations. No menu choose and Control+cmd+D does nothing!? All animations are downloaded from Mixamo (FBX for Unity, w/o skin, 30, None). Please explain how you are able to duplicate animations, thanks.

    • @CodeMonkeyUnity
      @CodeMonkeyUnity  Год назад

      It's just Ctrl+D or maybe on Mac it's Cmd+D, don't think Ctrl+Cmd+D does anything
      Alternatively just selected the animation, go into Edit > Duplicate unitycodemonkey.com/video.php?v=bZW2IEmwOEg

    • @tslordahl
      @tslordahl Год назад

      @@CodeMonkeyUnity Thanks a lot, that was easy. And you're right it was Cmd+D on Mac

  • @raelroque5595
    @raelroque5595 2 года назад

    when i try create the item grabbable variable i get a error

    • @CodeMonkeyUnity
      @CodeMonkeyUnity  2 года назад

      When you try to create what?

    • @raelroque5595
      @raelroque5595 2 года назад

      @@CodeMonkeyUnity the first line of code item grabbable = null i cant write that i get errior

    • @CodeMonkeyUnity
      @CodeMonkeyUnity  2 года назад

      @@raelroque5595 ItemGrabbable is not a built-in class, it's something I made for this demo

    • @kokosonev6675
      @kokosonev6675 2 года назад

      @@CodeMonkeyUnity can we get an explanation/tutorial on that I wonder how it works, I am trying to make a game where you are supposed to pick up stuff and the way it worked with the money item fits my idea. It would be great to know how to do it and I cannot seem to find a tutorial anywhere else!

  • @dkordy
    @dkordy 8 месяцев назад

    Hello, hoping you will read the comment. At the same time answer. After looking through a lot of tutorials on you tube, I can't find anywhere that someone posted, ,moving an object , let's say pushing a box and setting up an adequate animation for it. I just can't believe that out of so many tutorials no one thought to show something like that. Yes, there are tutorials on how to push an object, but no one has shown how to animate a character to push that object. Well, let me give you a suggestion to make such a tutorial... I would be very grateful. And I think many others...

    • @dkordy
      @dkordy 8 месяцев назад

      ruclips.net/video/p7kiTpJkEWs/видео.html - This is the only one video I could find that covers the topic...

    • @dkordy
      @dkordy 8 месяцев назад

      Then you can imagine the need for a real presentation, Thanks in advance...

    • @CodeMonkeyUnity
      @CodeMonkeyUnity  8 месяцев назад

      What scenario are you imagining? For "pushing a box" you usually don't have any animation, you usually use physics. If you make it animation based then the movement will be fixed.

  • @sakit4829
    @sakit4829 Год назад

    does anyone know why my arm does not bend wiht my hint?

    • @CodeMonkeyUnity
      @CodeMonkeyUnity  Год назад

      You probably selected the wrong bones

    • @sakit4829
      @sakit4829 Год назад +1

      @@CodeMonkeyUnity thank you so much for the reply! I double checked and the bones are correct
      Tip:mixamorig(right hand)
      Mid mixamorig rightforearm
      I feel that it may be the Ik constraint problem from the animations but that wasn’t the case either :(
      I followed your previous tutorial on swapping your own model with the amerature model and proceeded to do the riggin but somehow the elbow does not bend
      Could you advise me on this please 😞

    • @sakit4829
      @sakit4829 Год назад

      @@CodeMonkeyUnity its ok i figured it out, i was dumb opps

    • @sakit4829
      @sakit4829 Год назад

      @@CodeMonkeyUnity hey codemonkay I need your help for a lil bit, I added in the animation and my own code which works perfectly, however it seems like my arm is up even in idle animation. Why so? :(

  • @azam6468
    @azam6468 2 года назад +1

    Sir, can you put a translation into Arabic because I do not speak English?

    • @azam6468
      @azam6468 2 года назад +1

      please answer

    • @CodeMonkeyUnity
      @CodeMonkeyUnity  2 года назад +1

      I cannot speak arabic so I cannot make subtitles for it

  • @mergatic
    @mergatic 2 года назад

    u mean "NO ANIME!"?

  • @gachastorys5129
    @gachastorys5129 2 года назад +8

    YOOOOO IM HERE FIRST

  • @ahmeddev6694
    @ahmeddev6694 2 года назад

    I am the worst animator 😂

  • @kimmykool-aid7782
    @kimmykool-aid7782 2 года назад

    Too hard got lost 🥴🥴

    • @CodeMonkeyUnity
      @CodeMonkeyUnity  2 года назад

      Did you watch the video on the animation rigging package? If you know the basics of the package you should be able to follow everything here ruclips.net/video/LEwYmFT3xDk/видео.html

  • @misterbeach8826
    @misterbeach8826 2 года назад +1

    you are calling physics.overlapsphere() every frame, in addition to a foreach loop? you can get fired for such a stunt at a bigger game company. find a better solution.

    • @CodeMonkeyUnity
      @CodeMonkeyUnity  2 года назад +3

      Yes of course, isn't it obvious that a Demo Tutorial project is not final production code? The video is about Animation Rigging, not about the most performant way to handle interactions.

    • @r1pfake521
      @r1pfake521 2 года назад +1

      Troll somewhere else

  • @fiatmultiplaa
    @fiatmultiplaa 2 года назад

    Im your code monkey sounds so cringe

    • @CodeMonkeyUnity
      @CodeMonkeyUnity  2 года назад +2

      Why? I'm here to help you, that's the meaning behind that

    • @fiatmultiplaa
      @fiatmultiplaa 2 года назад

      @@CodeMonkeyUnity Idk it just doesnt sound good. RUclips changed, intros and outros arent even needed anymore. You dont have to have your own phrase. But if you really want you should say something that sounds better. This feels like you are our monkey

  • @ravenempty3562
    @ravenempty3562 2 года назад

    too much useless speech in the beginning

    • @CodeMonkeyUnity
      @CodeMonkeyUnity  2 года назад +3

      I would say that an explanation for why you'd want to do this as opposed to making a normal animation is very relevant to the topic of the video.

    • @ravenempty3562
      @ravenempty3562 2 года назад

      @@CodeMonkeyUnity okay, thank you for the answer