For anyone having the issue with the handIK not setting itself make sure to set your right hand and left hand weights to 0 by default. This will all change in the animation. I also had to kinda make the animator twitch for a quick second at start with this little bit of code in the Active Weapon Start method -----> rigController.updateMode = AnimatorUpdateMode.AnimatePhysics; rigController.cullingMode = AnimatorCullingMode.CullUpdateTransforms; rigController.cullingMode = AnimatorCullingMode.AlwaysAnimate; rigController.updateMode = AnimatorUpdateMode.Normal;
if your second controller is not applying the recorded values, you should change one of the animator controllers update mode to normal and the other one needs to be animate physics. probably there is a synchronization issue if both work on normal mode.
for me it works only if rig controller is in animate Physics and no change in culling method. If I change culling mode, the rig animations don't work and always in aim mode. Unity 2020.3.4f1
If anyone is having the issue where when you try to holster and/or pick up your weapon the only thing that moves is your weapon and not your arms try this. set the Animator on your main player update mode to normal. set the Animator on your RigLayers update mode to animate physics this should fix the issue it fixed for me at least.
If anyone has found this in 2024, and you are having the issue where the gun moves away when you move the camera ... My fix for this was: In the first frame of weapon animation, add a key for the 'Multi-Aim Constraint' on the AimLayer Rig WEAPON POSE, and make the weight = 1. Then, at the last frame of the animation, make the weight = 0. This should fix the weapon moving when you look with the camera, but it still moves with the character (depending on which part you have it constrained to)
Great series! This works for me but the hand ik and left hand ik weights do not work in the animation clips. They get recorded to it but it doesn't change the ik weight according to the clips. Transforms work as they should. Any tips?
For anyone having issue of Animator.GotoState: State could not be found, just make sure you do not assign the rigController animator in the awake method. It overrides the one you assigned from the editor.
Had an issue with any of the keyframing of the scripts weren't actually changing during the animation. Simplest workaround i did was disable the rigController Animator by default and create a script attached to your rigController GameObject that enables the Animator on Start. Saw a few others with this problem in the comments too i wonder what made it work for you but not for some
Loving this series so far. Just have one issue. In part 3 we add Hint objects parented to the Elbow. However in part 4 they seem to have moved from the elbow to now be as children to the Right/Left HandIK objects which isn't explained and only until now becomes a problem as we need to animated them in the RigController. How did you move them there without any rigging issues?
@@TheKiwiCoder Ah awesome! Moved them out now and can better animate now. I do have another question though regarding aiming. In tutorial 4 we set up the CrossHairTarget and we do some testing with cubes to make sure the gun is pointing at the CrossHair. However now setting up different guns like the Pistol, as soon as a I move the WeaponPivot for a more natural way of holding the gun it seems it is now not firing at that CrossHairTarget and is way off? I've got the WeaponPose multi-position and multi-aim constrained to the WeaponHolder.
I don't like the way the gun moves on the leg when moving, so I thought I could maybe hide a second gun parented to the hips and disable the equipped one via animation events at the last frame and then set the parented one as active. So I have an animation event right before the frame where the character removes the gun from the hip that enables the equipped one and disables the parented one. Then I have another animation event right after the frame that does the opposite. And it works if I start the game with a weapon equipped, but if I pick up a weapon, two weapons appear when holstered.
bro, your animator is using update mode normal to animate, but normal mode doesnt work for me, instead in animated physics its working, why?? Very much eager to know the answer, plz. :)
First off, love the videos, very informative and helpful. I have been following your guidelines but applying them to an FPS shooter I'm working on as animation rigging really offers a huge advantage for in game moments. My problem is that everything works correctly but when I animate my player to pick up and equip a weapon it sometimes lags before the animation changes or it doesn't change at all on the odd occasion. I've been searching everywhere online to see if anyone else has had the same problem to no avail. I'm wondering if you've come across the issue and potentially know what I've done wrong? Appreciate any advice. Keep up the great work.
@@TheKiwiCoder Thanks mate, this was part of the problem but I also had to delete my animation controller and states and re-create them. In fact I've noticed any time I make changes to the Rig/Gameobjects it impacts my animation rigs. I feel like Unity could improve the tool and I hope we will see a much better iteration in the next updates as the idea is insanely helpful if you compare having to go back into the likes of Blender and do the animations from scratch. Anyway thanks for your help and keep up the great work.
este metodo ya a sido fixeado por unity hace unos años, parece que ya no hay necesidad de hacer lo que hace kiwi coder de poner otro animator en la jerarquia del personaje ya que Animation rigging no permite que trabajen de manera correcta dos animators, ya que este paquete trabaja en conjunto con el animator. asi que pueden animar desde el animaotor principal para animar IKHand, no utilizen el metodo de kiwi coder, a el le funciona por que en ese momento el paquete tenia ese error y el opto por solicionarlo asi
@@itgun udah di jadin children dari RigLayer blum ?, susah sih kalo gak liat langsung, menurut gw tutorial di video ini semuanya jalan, emang ada sedikit bug cuman kadang kitanya yg teledor coba di cek satu"
@@gammajiwa2419 doesn't look like a fix, rather than a workaround. Did anyone figure out the real issue of the problem? Why Animate Physics here, where there's no any physics involved?
Hi,,really good tutorial as usual everything is working really Niceeee,,, Except when I press X the Rifle no is in the back of the Player but when I look Ub and Down the Rifle moves two meters away. How to fix this Issue ??
So I know this is 3 years too late, but it may help someone who is following this now! My fix for this was: In the first frame of weapon animation, add a key for the 'Multi-Aim Constraint' on the AimLayer Rig WEAPON POSE, and make the weight = 1. Then, at the last frame of the animation, make the weight = 0. This should fix the weapon moving when you look with the camera, but it still moves with the character (depending on which part you have it constrained to)
@@yaeli0908 So I know this is X years too late, but it may help someone who is following this now! My fix for this was: In the first frame of weapon animation, add a key for the 'Multi-Aim Constraint' on the AimLayer Rig WEAPON POSE, and make the weight = 1. Then, at the last frame of the animation, make the weight = 0. This should fix the weapon moving when you look with the camera, but it still moves with the character (depending on which part you have it constrained to)
Hey man in rig layer animation controller if i set update mode to Normal then Handik animation does not work but if i change update mode to animated physics then it's working but in your case its working in normal mode how can u explain ?
Hi, I have a similar problem like many others here. I use Unity 2023.2.18f1 and I set the RigLayers Animator like in the video with UpdateMode = normal and CullingMode = Always Animate. With that setting the character is drawing and holstering the weapon but ignoring the weight modifications of the Two Bone IK Constraints. If I change the animator in play mode to UpdateMode = fixed, then it looks well and the Two Bone IK Constraints weight changes have an effect. How can I fix this? I searched in the comments and tried anything but without any luck.
I love your videos. But i have a problem with the holstering. When my player turns the pistol does not stick to the players hip, it turns a lot slower than the players body, causing it to appear off of his hip. Any ideas on how to fix this?
Hey, I tried implementing this but when I try to holster my weapon, weapon does the animation but the characters hands do not move. I think the problem is when the character is unarmed the HandIK Layer is set to 0 and no matter what I do it always stays 0 in the animations. Something seems to override it. Have you experienced something like this?
I’ve seen something similar recently, probably need to file a bug report unfortunately. But I have managed to work around it by setting the default value in the scene to zero, and adding key frames to turn it on in the relevant animations.
@@TheKiwiCoder Thanks for the reply. It plays on the preview animation but nothing happens on the game. I've seen similar posts on the forums. It has been reported as a bug since 2-3 years but nothing seems to have changed. Btw keep up the good work, I really enjoy those videos.
TheOnevisual Oh really hmm. Have you got a link to the bug? One thing I’ve been meaning to try is writing a stripped down version of the unity constraints to see if the problem still exists. Thanks btw!
@@TheKiwiCoder They are not specific to animation rigging but a quick google search for "animation preview not playing game" keywords will return the results.
@TheKiwiCoder I am unable to move the weapon pivot game object for the holster animation. I think one of the constraints is stopping it. Any clue which one?
@@TheKiwiCoder thanks man, great tuts btw. ive literally never have been able to follow along with someone, learn stuff, and have a working project once its finished until you
I was wondering how you animate pistole pivot in runtime, because in my case pivot is immovable because logically two above layer Weapon Aim and Weapon Pos does not allow me. please help me in this case
Go check the previous video #06. He removes the parent contraint and uses WeaponHolder and NOT WeaponPivot like I did. Believe we were in same boat. Things are going smoothly now
@@Denial4Breakfast Hey I don't know if you'll see this, but you saved me. I had a github commit error which "merged" my progress between video 6 and 8 and I couldn't move weaponpivot... The parent was still WeaponPivot and you saved my project haha
Dude are you "Phantasy" from Cod 4 Promod? the guy was a Cod4 legend,a god gamer and he was also a Game Developer by profession. You sound a lot like him.
Oh yea! Best! So in future only aquire the guns when need right? Gonna be fun... Also in future some cool AI... Few objectives. If possible then cover system, Parkour system ;)
@@TheKiwiCoder it gonna be the bonus one... Well! Free fire, pubg has same locomotion system but i don't think player keeps aiming after aquiring the gun untill we click the shoot button...
You are right. Pubg has 4 states for the weapon: walking, running, shooting and holstered. This video is missing the running/walking states where the weapon is pointed at the ground.
Did anyone ever try to change the weight by code instead of using an animation ? I am currently trying but the weight is not changing, but the code seems to work fine. Anyone ?
I've got a dog and animation which is legacy and all the animations are in one,separated by frames positions. Is there a way to convert to humanoid? #### found out you can change them to genetic ! ####
help please..i keyframed the hand ik but the values dont change unitil i open the animator scene and then go back to the game scene, what could be wrong?
At 4:21 Hand Ik is on the active weapon script but at 4:51 it's not. The only change you made was moving the WeaponHolder. What am I missing? I have followed everything what I feel is exactly but my keyframe on the weapon_unarmed isn't effecting the weight on the Hank IK. I think whatever I'm missing is causing the issue. Anyone know what my problem may be? If I hit play and hit preview on the animation screen it applies the animation but it doesn't do it automatically when I push play. I know this is something simple but it's driving me insane.
@@mr_crapto I'm at work right now and can't reference my game but I'll take a look when I get home. If I think of it sooner I'll let you know, it's definitely simple though!
@@mr_crapto Check that your handIK is set correctly in both the rig layer and in the animator. If that isn't it let me know and I'll take another look.
Plz do a tutorial how to reload magazine realistically. Like: dropping current empty magazine and grab a new magazine from hip and load it to the gun..( i tried to do this. But magazine is Separate object how can I sync these object to look like 1 object in reload animation). Hope u will hear me ♥️
I hear you. The way to approach that, using the rigging package, is with the multi parent constraint. Are you using a reload animation from mixamo or other?
You can't add keyframes because the animations are read only. To get around it, you could duplicate the animation and use the duplicate instead. Obviously that's useless information for this video, as you get around it a different way anyway and that is what should be followed.
For anyone having the issue with the handIK not setting itself make sure to set your right hand and left hand weights to 0 by default. This will all change in the animation. I also had to kinda make the animator twitch for a quick second at start with this little bit of code in the Active Weapon Start method ----->
rigController.updateMode = AnimatorUpdateMode.AnimatePhysics;
rigController.cullingMode = AnimatorCullingMode.CullUpdateTransforms;
rigController.cullingMode = AnimatorCullingMode.AlwaysAnimate;
rigController.updateMode = AnimatorUpdateMode.Normal;
Big Shot Studios your snippet of code seems to have solved my problem : )
Jesus Christ thank you so much
when I look down or up, the gun rotates with me, it’s not attached to the waist, do you know what that could be?
this solved my problem aswell. super weird that @TheKiwiCoder doesnt have this issue?
man!!! you just made my day :D thank you!
This is seriously good stuff! There aren't a lot of tutorials on Animation Rigging and these are great, keep it up!
honestly, unity treats rigging like a black box of dark magic in area 51
Good shit man, one of the few people that actually cover this stuff effectively.
if your second controller is not applying the recorded values, you should change one of the animator controllers update mode to normal and the other one needs to be animate physics. probably there is a synchronization issue if both work on normal mode.
ok, both can work on normal update mode also but one of them should use a different culling mode then.
Thank you! This was driving me crazy.
for me it works only if rig controller is in animate Physics and no change in culling method. If I change culling mode, the rig animations don't work and always in aim mode. Unity 2020.3.4f1
@@diliupg Brother you have saved my life this combination fixed my update issue
Thank you for this
This approach with child animation controller is TOP tier, thank you.
Yeah I liked it too! Thanks!
Thank you!! This tutorial is more detailed and practical than unity's other tutorial!
If anyone is having the issue where when you try to holster and/or pick up your weapon the only thing that moves is your weapon and not your arms try this.
set the Animator on your main player update mode to normal.
set the Animator on your RigLayers update mode to animate physics
this should fix the issue it fixed for me at least.
cooool man!
Thank you so much! That fixed it for me
thank you for this fix, I was going out of my mind trying to solve why it wasn't triggering the animation clips.
Thank you random man from the past
Wow its much more clear and well explained then unity's channel tutorial
This is best way than previous i never see to animate rig wow man lots of love
If anyone has found this in 2024, and you are having the issue where the gun moves away when you move the camera ... My fix for this was:
In the first frame of weapon animation, add a key for the 'Multi-Aim Constraint' on the AimLayer Rig WEAPON POSE, and make the weight = 1. Then, at the last frame of the animation, make the weight = 0. This should fix the weapon moving when you look with the camera, but it still moves with the character (depending on which part you have it constrained to)
thank you for this, should be pinned lol
Excellent 👌
This section of unity ( animation rigging ) needs more tutorials.. there are only handful of good tutorials. !!!!
Thank you!
Great series! This works for me but the hand ik and left hand ik weights do not work in the animation clips. They get recorded to it but it doesn't change the ik weight according to the clips. Transforms work as they should. Any tips?
Ahhh. The magic of asking help, you immediately fix it yourself. Changing the RigController update mode to Animate Physics fixes this issue.
@M R PATEL Great to hear :)
Thanks from me too brother🙏🏻
@@Gr8humanilation9TV hahahahahha :P great work!!
this helped me :D
i very much appreciate you
For anyone having issue of Animator.GotoState: State could not be found, just make sure you do not assign the rigController animator in the awake method. It overrides the one you assigned from the editor.
Had an issue with any of the keyframing of the scripts weren't actually changing during the animation. Simplest workaround i did was disable the rigController Animator by default and create a script attached to your rigController GameObject that enables the Animator on Start.
Saw a few others with this problem in the comments too i wonder what made it work for you but not for some
Great again. Keep up the good work!
Loving this series so far. Just have one issue. In part 3 we add Hint objects parented to the Elbow. However in part 4 they seem to have moved from the elbow to now be as children to the Right/Left HandIK objects which isn't explained and only until now becomes a problem as we need to animated them in the RigController. How did you move them there without any rigging issues?
They were moved to keep them out of the skeleton hierarchy. Add them as a child of the rig controller and they will be animatable.
@@TheKiwiCoder Ah awesome! Moved them out now and can better animate now. I do have another question though regarding aiming. In tutorial 4 we set up the CrossHairTarget and we do some testing with cubes to make sure the gun is pointing at the CrossHair. However now setting up different guns like the Pistol, as soon as a I move the WeaponPivot for a more natural way of holding the gun it seems it is now not firing at that CrossHairTarget and is way off? I've got the WeaponPose multi-position and multi-aim constrained to the WeaponHolder.
Really helpful pls keep on making videos
Cheers!
I don't like the way the gun moves on the leg when moving, so I thought I could maybe hide a second gun parented to the hips and disable the equipped one via animation events at the last frame and then set the parented one as active.
So I have an animation event right before the frame where the character removes the gun from the hip that enables the equipped one and disables the parented one. Then I have another animation event right after the frame that does the opposite. And it works if I start the game with a weapon equipped, but if I pick up a weapon, two weapons appear when holstered.
Exactly what i wanted! Tnx man! ♥️♥️
bro, your animator is using update mode normal to animate, but normal mode doesnt work for me, instead in animated physics its working, why?? Very much eager
to know the answer, plz. :)
Good question! What happens when you set it to update mode normal?
@@TheKiwiCoder handik doesn't work. But after changing to animated and returning to normal, it works fine...
@@jamiljawhar4711 same here, guess I'll use animated for now.
same here but why ?
Awesome tutorial!
Glad you liked it!
when I look down or up, the gun goes with me, it’s not fixed at the waist, what can that be?
did you fix it ?
When i try to animate the weight, it works on animation preview mode, but it doesn't works in gameplay. Do you know why?
Can Animation Rigging and Photon be crossed?
nice Tutorial loved it
When i clicked play and hover to the inspector clicking rootmotion the animation plays if not it is not playing the correct animation dunno how to fix
How do you use rig constraints for punching animation to aim at a specific target
Excellent as usual!
good tutorial!
will there be a tutorial on how to make reload animation with animation rigging?
It’s on my list of things to look into 🙂
you are so smart and handsome and smart for this
Haha, thank you!
First off, love the videos, very informative and helpful. I have been following your guidelines but applying them to an FPS shooter I'm working on as animation rigging really offers a huge advantage for in game moments. My problem is that everything works correctly but when I animate my player to pick up and equip a weapon it sometimes lags before the animation changes or it doesn't change at all on the odd occasion. I've been searching everywhere online to see if anyone else has had the same problem to no avail. I'm wondering if you've come across the issue and potentially know what I've done wrong? Appreciate any advice. Keep up the great work.
Hey thanks! Try setting the animator on the rig controller to update physics mode, failing that someone on the discord server might be able to help.
@@TheKiwiCoder Thanks mate, this was part of the problem but I also had to delete my animation controller and states and re-create them. In fact I've noticed any time I make changes to the Rig/Gameobjects it impacts my animation rigs. I feel like Unity could improve the tool and I hope we will see a much better iteration in the next updates as the idea is insanely helpful if you compare having to go back into the likes of Blender and do the animations from scratch. Anyway thanks for your help and keep up the great work.
@@TheKiwiCoder How did it work for you without Physics mode?
este metodo ya a sido fixeado por unity hace unos años, parece que ya no hay necesidad de hacer lo que hace kiwi coder de poner otro animator en la jerarquia del personaje ya que Animation rigging no permite que trabajen de manera correcta dos animators, ya que este paquete trabaja en conjunto con el animator. asi que pueden animar desde el animaotor principal para animar IKHand, no utilizen el metodo de kiwi coder, a el le funciona por que en ese momento el paquete tenia ese error y el opto por solicionarlo asi
nice tutorial! Thx
My animation doesn't want to change, Even though my script animation.play() is working, Where did it go wrong?
SOLVED!
thx for the comment below
@@itgun di update mode yg ada di animator rubah ke animate physic
@@itgun udah di jadin children dari RigLayer blum ?, susah sih kalo gak liat langsung, menurut gw tutorial di video ini semuanya jalan, emang ada sedikit bug cuman kadang kitanya yg teledor coba di cek satu"
@@itgun Player Animator Update mode should be set to Animate Physics
@@gammajiwa2419 doesn't look like a fix, rather than a workaround. Did anyone figure out the real issue of the problem? Why Animate Physics here, where there's no any physics involved?
is this tutorial series compatible with making First Person Shooter animation rigging?
Hi,,really good tutorial as usual
everything is working really Niceeee,,, Except when I press X the Rifle no is in the back of the Player but when I look Ub and Down the Rifle moves two meters away.
How to fix this Issue ??
the weapon holder is moving when looking up and down witch causes the gun to move.
Trying to fixing it till now but couldnt know whats the problem
did someone find how to fix this bug?
So I know this is 3 years too late, but it may help someone who is following this now! My fix for this was:
In the first frame of weapon animation, add a key for the 'Multi-Aim Constraint' on the AimLayer Rig WEAPON POSE, and make the weight = 1. Then, at the last frame of the animation, make the weight = 0. This should fix the weapon moving when you look with the camera, but it still moves with the character (depending on which part you have it constrained to)
@@yaeli0908 So I know this is X years too late, but it may help someone who is following this now! My fix for this was:
In the first frame of weapon animation, add a key for the 'Multi-Aim Constraint' on the AimLayer Rig WEAPON POSE, and make the weight = 1. Then, at the last frame of the animation, make the weight = 0. This should fix the weapon moving when you look with the camera, but it still moves with the character (depending on which part you have it constrained to)
Can you covert generic keyframe animation to humonoid one..
Hey man in rig layer animation controller if i set update mode to Normal then Handik animation does not work but if i change update mode to animated physics then it's working but in your case its working in normal mode how can u explain ?
Changing it to animated physics means it will be evaluated during fixed update. Are you seeing jitter?
Dis is so deeleeshoos
Hah. Yes dealy shoes indeed !
Hi, I have a similar problem like many others here. I use Unity 2023.2.18f1 and I set the RigLayers Animator like in the video with UpdateMode = normal and CullingMode = Always Animate. With that setting the character is drawing and holstering the weapon but ignoring the weight modifications of the Two Bone IK Constraints. If I change the animator in play mode to UpdateMode = fixed, then it looks well and the Two Bone IK Constraints weight changes have an effect. How can I fix this? I searched in the comments and tried anything but without any luck.
ok, with Unity2023 for me works to set both Animators to uncheck Animate Physics, Update Mode = normal and Culling Mode = Always Animate.
I love your videos. But i have a problem with the holstering. When my player turns the pistol does not stick to the players hip, it turns a lot slower than the players body, causing it to appear off of his hip. Any ideas on how to fix this?
hello, did you find a solution?
waiting for weapon Switching from the 2Nd tutorial 😚 ??
Haha thanks for your patience. Weapon switching coming soon!
Hey, I tried implementing this but when I try to holster my weapon, weapon does the animation but the characters hands do not move.
I think the problem is when the character is unarmed the HandIK Layer is set to 0 and no matter what I do it always stays 0 in the animations. Something seems to override it.
Have you experienced something like this?
I’ve seen something similar recently, probably need to file a bug report unfortunately. But I have managed to work around it by setting the default value in the scene to zero, and adding key frames to turn it on in the relevant animations.
@@TheKiwiCoder Thanks for the reply. It plays on the preview animation but nothing happens on the game. I've seen similar posts on the forums. It has been reported as a bug since 2-3 years but nothing seems to have changed.
Btw keep up the good work, I really enjoy those videos.
TheOnevisual Oh really hmm. Have you got a link to the bug? One thing I’ve been meaning to try is writing a stripped down version of the unity constraints to see if the problem still exists. Thanks btw!
@@TheKiwiCoder They are not specific to animation rigging but a quick google search for "animation preview not playing game" keywords will return the results.
Oh interesting! Cheers for the heads up!
I tried moving my elbow hints as children of the right and left hand ik objects but it doesn't move the elbows when I try to animate...any idea why?
thank you!!
At the very start of this video, I am not able to hit the record button in the animation window as you did.
How to solve this problem?
TheKiwiCoder plz help when my character looks here and there his gun also rotate even while he is equipping something
@TheKiwiCoder I am unable to move the weapon pivot game object for the holster animation. I think one of the constraints is stopping it. Any clue which one?
i thought you moved the LateUpdate stuff from CharacterAiming to ActiveWeapon? why is it back?
It should be in active weapon
@@TheKiwiCoder thanks man, great tuts btw. ive literally never have been able to follow along with someone, learn stuff, and have a working project once its finished until you
I was wondering how you animate pistole pivot in runtime, because in my case pivot is immovable because logically two above layer Weapon Aim and Weapon Pos does not allow me. please help me in this case
Same here
Go check the previous video #06. He removes the parent contraint and uses WeaponHolder and NOT WeaponPivot like I did. Believe we were in same boat. Things are going smoothly now
@@Denial4Breakfast You save my time, thanks
@@Denial4Breakfast Hey I don't know if you'll see this, but you saved me. I had a github commit error which "merged" my progress between video 6 and 8 and I couldn't move weaponpivot... The parent was still WeaponPivot and you saved my project haha
aaaaaaaa my "RigLayer_HandIK" remains 0 after doing equip_pistol or another weapon... even if i change in the animation :(
Dude are you "Phantasy" from Cod 4 Promod?
the guy was a Cod4 legend,a god gamer and he was also a Game Developer by profession.
You sound a lot like him.
Haha! I'm a battlefield fan myself :D
Oh yea! Best!
So in future only aquire the guns when need right?
Gonna be fun... Also in future some cool AI... Few objectives.
If possible then cover system, Parkour system ;)
Thanks! All cool topics. Multiplayer is also in the back of my mind :)
My vote for multiplayer ♥️
@@TheKiwiCoder it gonna be the bonus one... Well! Free fire, pubg has same locomotion system but i don't think player keeps aiming after aquiring the gun untill we click the shoot button...
You are right. Pubg has 4 states for the weapon: walking, running, shooting and holstered. This video is missing the running/walking states where the weapon is pointed at the ground.
@@TheKiwiCoder In future video you will resolve this right ?
yeah
Did anyone ever try to change the weight by code instead of using an animation ? I am currently trying but the weight is not changing, but the code seems to work fine. Anyone ?
Er the api can be a bit weird, but it’s possible.
I've got a dog and animation which is legacy and all the animations are in one,separated by frames positions. Is there a way to convert to humanoid?
#### found out you can change them to genetic ! ####
best regards
help please..i keyframed the hand ik but the values dont change unitil i open the animator scene and then go back to the game scene, what could be wrong?
Check if another layer is writing the defaults to those values, there’s a write defaults checkbox on each state iirc
@@TheKiwiCoder i have unchecked writedefaults for all the animations in the rig animator controller, tho it is still behaving the same way
Hey please try the discord for more detailed help 😊
@@TheKiwiCoder okay i have just joined it
I HAVE THE ISSUE WITH HANDIK, THE SCRIPT IS NOT WORKING
Got a issue, cannot record animation..
Check you’re pressing record in the child animator
@@TheKiwiCoder thanx
kiwi coder. great. i already know im gonna hear nothing but "zed" instead of Z "not" instead of zero and "soouuuuwwww" instead of "so" the whole time.
😂😂😅
At 4:21 Hand Ik is on the active weapon script but at 4:51 it's not. The only change you made was moving the WeaponHolder. What am I missing? I have followed everything what I feel is exactly but my keyframe on the weapon_unarmed isn't effecting the weight on the Hank IK. I think whatever I'm missing is causing the issue. Anyone know what my problem may be?
If I hit play and hit preview on the animation screen it applies the animation but it doesn't do it automatically when I push play. I know this is something simple but it's driving me insane.
I have same problem 😂
if you fixed pls tell me
@@mr_crapto I'm at work right now and can't reference my game but I'll take a look when I get home. If I think of it sooner I'll let you know, it's definitely simple though!
@@mr_crapto Check that your handIK is set correctly in both the rig layer and in the animator. If that isn't it let me know and I'll take another look.
@@mr_crapto did you figure it out?
Plz do a tutorial how to reload magazine realistically. Like: dropping current empty magazine and grab a new magazine from hip and load it to the gun..( i tried to do this. But magazine is Separate object how can I sync these object to look like 1 object in reload animation). Hope u will hear me ♥️
I hear you. The way to approach that, using the rigging package, is with the multi parent constraint. Are you using a reload animation from mixamo or other?
From mixamo .
You can't add keyframes because the animations are read only. To get around it, you could duplicate the animation and use the duplicate instead. Obviously that's useless information for this video, as you get around it a different way anyway and that is what should be followed.
no se puede animar de esta manera
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this method no longer works.
6:00 my animations begins only if i enter scene view and after back in the game view . Anyone has an idea how to fix it ?
@@startsmart211 Nice
@@startsmart211 Thank you so much :D