this is a super clear explanation! I've always been struggling with anims in unity and this gave me JUST the nudge i needed to really understand what it was doing. Grazie mille Ciro!
thank you so much for sharing this! What we encountered when using the control rig with the cinematic toolkit on timeline, is that in order to have the IK working we need a OVERRIDE TRACK as well then it works perfect!
They really should aim these more towards LTS releases than the latest release. A lot of the features shown here work in 2019.4 just fine. Sure most new users might jump on whatever is latest, but people with more long term plans are looking more at LTS versions. And i feel like it would make more sense if that was the focus. It's always kinda frustrating feeling that pull towards a release thats not even fully out yet XD
@@CiroContinisioUnity yeah cause to me that's kind of the point of the package manager stuff? At the very least most features should reach the latest LTS. After all if a team is concerned about issues or stuff breaking they'd just version lock a specific asset. Its one thing to version lock for unity versions which has broad implications, and another for tools and assets which have much more limited impact and issues can be worked around more easily. I really love animation rigging though! I also think it helps you guys to have long term teams using the latest versions for bigger projects for feedback on that. And maybe we'd see asset store extentions too.
I followed the steps on a simple Leg IK setup, but the leg is offset by some arbitrary distance and I can't figure out why. Also it bends in an unpredictable way, not always towards the hint object. EDIT: Seems the preview mode is not the same as play mode. In play mode it works just find. Preview mode is wrong. Weird.
Wow, great presentation, thank you! This is exactly what i'd need for a project right now, sadly that project is still in the 2018 Unity version >.< Time to start new projects soon, 2020 looks tasty!
Bothers me that to edit a Read-Only animation clip to include the constraints, you have to duplicate the animation clip from the .fbx file to separate it. What if the .fbx file has to be updated? Now all the separate animation clip files with the constraints added are basically obsolete. Perhaps I'm overthinking it and generally if the project has a well enough workflow than the .fbx files shouldn't be getting updated anyway. Great tool overall though and great presentation.
Man. It's the third time I'm watching this. And I'm watching every other video on it. Hopefully soon I actually do something soon. It seems like chrachter animation should come first, before the rest of the level. Then the level is designed to the characters' abilities, which are dependent on, in this case, animation rigging.
2019.4 is out, it's the long-term service release, if that doesn't count as stable enough you'll never update from 2018. I don't think you should listen too closely to your friend about these things, not if they are insisting in July 2020 that you should stick with a 2018.x release... Keep in mind that it's absolutely a good idea to stick to a LTS version of the year you released a game with, to avoid new bugs, bugfixes for things your using that are technically bugs, as well as changes in functionality that affects your code. But for a new game that isn't even close to release, yeah update your installation, just avoid Alpha-Beta releases for a production project. Once 2020.1 is out of Beta there's no real reason to stick with 2019.4 either except for specific projects.
Awesome video, however is there a way to use this with layers in the animator? I want to play an attack animation for the upper body where I have baked the motion to constraints to maintain the correct spine movement while running but it seems only animations in the base layer are able to "play" the animation of the constraints.
I didn't find anything about how to adjust weights and sliders from the script in the documentation there is only an example with one script in the example scenes and it doesn't have comments to explain the script
When I select the player, the relevant animation, go to preview mode and select the target object in the scene view I loose focus on the animation. I can't preview or record. Anyone knows the problem?
I have an issue with the Twist Chain Constraint for the spine rotation. I setted the parameters exactly how you did in this video (with the guides in the same position as the root / tip bones) but when try out in play mode the character messes up. Any ideas on what can it be?
When I see the posibility to record constrains, I think in to create constrais with VR control, record the motion, and paste in to character to create a basic motion capture system, Its possible?
@@CiroContinisioUnity, Of course, you can override the animation with the 2 bone and so on, but any ideas on how to get the walk cycle to get the right distance from the ground in an imported animation file?
This is one of the best unity videos available. So well presented and clear. More from Ciro, please!
mind blowing video. thanks 🙏🙏
Another awesome presentation, Ciro Continisio ! -- Unity, this is the guy to do tutorials/feature highlights! :)
this is a super clear explanation! I've always been struggling with anims in unity and this gave me JUST the nudge i needed to really understand what it was doing. Grazie mille Ciro!
I love that the soda in the soda machine is called "Slerp"... I see you Unity, I see you :P
epic tutorial
It really shows off the capabilities of the 2020 release. This was a perfect presentation! Thanks!
I love you, Unity!
Thanks 😭 , this is the only tutorial i am able to understand
Thank you so much Ciro Continisio for this clear and amazing tutorial!.
wow. what a good instructor. very ! well explained. thank you
thank you so much for sharing this!
What we encountered when using the control rig with the cinematic toolkit on timeline, is that in order to have the IK working we need a OVERRIDE TRACK as well then it works perfect!
They really should aim these more towards LTS releases than the latest release. A lot of the features shown here work in 2019.4 just fine.
Sure most new users might jump on whatever is latest, but people with more long term plans are looking more at LTS versions. And i feel like it would make more sense if that was the focus.
It's always kinda frustrating feeling that pull towards a release thats not even fully out yet XD
@@CiroContinisioUnity yeah cause to me that's kind of the point of the package manager stuff? At the very least most features should reach the latest LTS.
After all if a team is concerned about issues or stuff breaking they'd just version lock a specific asset. Its one thing to version lock for unity versions which has broad implications, and another for tools and assets which have much more limited impact and issues can be worked around more easily.
I really love animation rigging though! I also think it helps you guys to have long term teams using the latest versions for bigger projects for feedback on that. And maybe we'd see asset store extentions too.
@@CiroContinisioUnity Oh fantastic :D
I'll be sure to check them out soon!
this is what I have been looking for, thank you!
This is great. But how do I enable the “copy/paste world placement”?
For those unable to transfer motion to skeleton its because, the animation you are editing needs to be generic, it cannot be humanoid.
You're a hunter of beast and the only one who has the answer to my question.
grazie Ciro!
I followed the steps on a simple Leg IK setup, but the leg is offset by some arbitrary distance and I can't figure out why. Also it bends in an unpredictable way, not always towards the hint object. EDIT: Seems the preview mode is not the same as play mode. In play mode it works just find. Preview mode is wrong. Weird.
Awesome explanation!
Very useful video!
Wow, great presentation, thank you!
This is exactly what i'd need for a project right now, sadly that project is still in the 2018 Unity version >.< Time to start new projects soon, 2020 looks tasty!
Quite a lotta of stuffs to play with !
Yes
Bothers me that to edit a Read-Only animation clip to include the constraints, you have to duplicate the animation clip from the .fbx file to separate it. What if the .fbx file has to be updated? Now all the separate animation clip files with the constraints added are basically obsolete.
Perhaps I'm overthinking it and generally if the project has a well enough workflow than the .fbx files shouldn't be getting updated anyway.
Great tool overall though and great presentation.
Well I doubt that will happen often. But you could always copy keyframes.
This is soo good.
this is absolutely amazing!
Starting off very good. starting at the skeleton. This is going to be good. Finally...
Man. It's the third time I'm watching this. And I'm watching every other video on it. Hopefully soon I actually do something soon. It seems like chrachter animation should come first, before the rest of the level. Then the level is designed to the characters' abilities, which are dependent on, in this case, animation rigging.
Awesome 👏
This is so cool . My friend told me it is not stable enough so i am still on 2018.
2019.4 is out, it's the long-term service release, if that doesn't count as stable enough you'll never update from 2018. I don't think you should listen too closely to your friend about these things, not if they are insisting in July 2020 that you should stick with a 2018.x release...
Keep in mind that it's absolutely a good idea to stick to a LTS version of the year you released a game with, to avoid new bugs, bugfixes for things your using that are technically bugs, as well as changes in functionality that affects your code.
But for a new game that isn't even close to release, yeah update your installation, just avoid Alpha-Beta releases for a production project. Once 2020.1 is out of Beta there's no real reason to stick with 2019.4 either except for specific projects.
It gives me memory leak error when I’m trying to play an animation I animated with rigging package
this was great thank you !
Awesome video, however is there a way to use this with layers in the animator? I want to play an attack animation for the upper body where I have baked the motion to constraints to maintain the correct spine movement while running but it seems only animations in the base layer are able to "play" the animation of the constraints.
You're the man.
I didn't find anything about how to adjust weights and sliders from the script in the documentation
there is only an example with one script in the example scenes and it doesn't have comments to explain the script
When I select the player, the relevant animation, go to preview mode and select the target object in the scene view I loose focus on the animation. I can't preview or record. Anyone knows the problem?
sir how to use the Animation Rigging with script ? i have problem use the Animation Rigging with UMA can you help us please ?
Wow, this is going to be rather useful, thanks Unity! How does this bode for assets like final ik? Next wishlist item, rigging in unity?
Ciro Continisio true, wonder if Partel had any input on this new stuff...
@@CiroContinisioUnity True, plus there is puppetmaster
I have an issue with the Twist Chain Constraint for the spine rotation. I setted the parameters exactly how you did in this video (with the guides in the same position as the root / tip bones) but when try out in play mode the character messes up. Any ideas on what can it be?
How do I make it so the rigs are only active in certain animation clips?
How come the "rig setup" drop-down does not appear?
When I see the posibility to record constrains, I think in to create constrais with VR control, record the motion, and paste in to character to create a basic motion capture system, Its possible?
By using the transforms of the hand controllers, you could record their position and use that for the capture system
What is the version?
Wait what you don't teaches multi parent in details
Any way to set up inverse kinematics on animations using these rigs?
@@CiroContinisioUnity, Of course, you can override the animation with the 2 bone and so on, but any ideas on how to get the walk cycle to get the right distance from the ground in an imported animation file?
@@wholebitmedia use scripts. There's a video on ik targeting on yt
👍👏👏👏👏🙏✌
Confuse as usual...
Optimize your engine for 3D and PC please
I'm literally losing hope for this engine and I'm starting to think on switching to UE4